![]() You must punctuate the script and spell the words of the script as will please the compiler, of course.Īlso you must make each script reasonably small. Any resident can run the script compiled by the less limited compiler, but residents who have only the more limited compiler cannot save changes to the source. Standalone test environments and non-LL grids may still compile scripts differently.Ĭompilation limits that vary by operating system in effect work as a copy-restriction mechanism. On Second Life compilation is now delegated to the server, so these differences have mostly vanished. Specifically, the Windows client accepted 22 else-if's and refused 23 else-if's, while Mac OS X was accepting 692 else-if's and refusing 693 else-if's. For example, the 2007-08 Second Life clients varied as much as 30X, from one to the next. How much script is too much script can vary astonishingly. See llGetFreeMemory and Memory for more details.Ĭompile and run examples like these to experience the script run-time errors.ĭemoElseIfCompileError ( integer count ) The script compiles and saves successfully, but when you rez an object containing the script, the script crashes, immediately or while running. You can cause collision by compiling too much script, which produces too much Bytecode. In LSO each script runs inside 16 KiB of memory divided out among Bytecode, Stack, and Heap. The Stack has collided with the Bytecode or the Heap. Script run-time error: Stack-Heap Collision See Error/Math for functions that can generate this. Script run-time error: Lists may not contain listsįloat divided by zero, integer divided by zero, etc. For example, don't return a list of one entry that is the result of a routine that returns no result. 2.2 ERROR : Byte code assembly failed - out of memoryĪ script may stop running, and chat at you the complaint "Script run-time error", followed by another complaint such as:ĭon't speak nonsense.1.4 Script run-time error: Stack-Heap Collision.1.2 Script run-time error: Lists may not contain lists.When the script is set to run (with running, the running checkbox or llSetScriptState) state_entry will be queued.If the object containing this script is deeded to a group, then script name needs transfer permissions even if target is deeded to the same group.If target is the script's parent ( target = llGetKey()) then "Unable to add item!" is shouted on DEBUG_CHANNEL."~Prim~" and "~Other_Prim~" are substituted with the applicable prim names. If pin fails to match, the error "Task ~Prim~ trying to illegally load script onto task ~Other_Prim~!" is shouted on DEBUG_CHANNEL.If target is owned by a different user and modify permission has been granted to the script owner via Edit, delete, or take my objects, the script owner must be connected to the sim for this function to succeed.If target is an attachment owned by a different user, regardless of object modify rights granted, this function will silently fail.Only the owner of an attachment can modify it while it is being worn.start_param only lasts until the script is reset.If name is present in the target prim's inventory then it is silently replaced. ![]() ![]() If name is missing from the prim's inventory or it is not a script then an error is shouted on DEBUG_CHANNEL.Memory, event queue and execution position are all discarded. When scripts are copied or moved between inventories, their state does not survive the transfer.If target is not in the same region an error is shouted on DEBUG_CHANNEL.If name permissions do not allow copy, the transfer fails and an error is shouted on DEBUG_CHANNEL.If target is not owned by the same person, and name does not have transfer permissions, an error is shouted on DEBUG_CHANNEL.This function causes the script to sleep for 3.0 seconds.
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