Scripting Features

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Thank you for your ideas!
LSL functions to adjust parcel settings
I'd the ability within LSL, possibly tied to a runtime permission, to be able to adjust the following parcel settings. This would be for moderation, estate management, and event management. Parcel name (string) Parcel description (string) Parcel sale (integer price, key buyer, integer sell_objects_with_land - NULL_KEY for anyone can buy, negative price (or const) to set not for sale. Should always be possible for an object running with estate manager permission, tying this to its own runtime permission for safety would probably be wise) Everyone can: Edit terrain, fly, build, object entry, scripts Group can: build, object entry, scripts Safe (damage) Pushing Show in search (+ category) Adult content Avatars on other parcels can see and chat with avatars on this parcel Landing point (quaternion (x,y,z,rotation) - have const values for blocked TP and anywhere) Snapshot (key texture_id - NULL_KEY for default/unset) Abandon land (Possibly its own runtime permission for safety, should always succeed if owned by an estate manager) Locking these adjustments behind estate manager permissions would be acceptable but not ideal only if absolutely necessary, also completely acceptable would be a reasonable script sleep penalty to prevent unfair use of server resources or abuse. Being able to specify the position or the parcel UUID to act upon for this would be nice to allow for the efficient management of estate regions and large event spaces, possibly with a const to reference the parcel the object resides in currently for convenience in non-centrally managed applications. Any changes that are not authorized would fail and result in an error. This would greatly reduce the reliance on bots / scripted agents which are currently used to accomplish these tasks. Allowing these tasks to be completed totally on-platform would simplify event/venue and estate management dramatically and reduce the load on servers by eliminating the need for bots to idle around waiting to handle these management tasks as needed.
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Add an agent data store for experiences
I'd like to suggest a per avatar data store for experiences. The agent data store would belong to each agent, but would be used by experience scripts to store agent data. The data would only be accessible to scripts in objects owned by the avatar and in the same experience. For example, an attached experience HUD or weapon. Other scripts would only be able to access the data indirectly via a script that has access. This would make experience data more scalable. The avatar's data would only be accessible if the avatar visits the experience. The experience data store wouldnt grow if more people join. For grid wide experiences, any avatar data could go in the avatar data store. It could make per agent data more secure. For example, you could store visitor tracking info or scores so only the avatar concerned can access their data. Personal data wouldnt be accessible to anyone who can read the experience data store. If an avatar left the experience the agent data could be automatically deleted from their data store. There would be new functions similar to the existing experience data functions: llCreateKeyValueAgent llDeleteKeyValueAgent llReadKeyValueAgent llUpdateKeyValueAgent llKeysKeyValueAgent llKeyCountKeyValueAgent llDataSizeKeyValueAgent This shouldnt increase data storage overall, as the data would otherwise be in the experience data store. There can be a limit to how much data an experience can use, it doesnt have to be a whole notecard's worth.
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