Hi,
One of my Kitties (a Mega) got returned to inventory (this is not uncommon, since I set all my Kitties range to "Parcel" to maximize their freedom and they tend to wander far enough over the border to trigger auto-return from the adjacent parcel). This time (for the first time ever) when I return it from the Lost & Found folder to the sim, It had the script error icon and an alert appeared contained the text in the subject: "Could not find script 'KittyCats - Statistics'."
Has anyone else seen this? What does it mean? Does it require some remedial action?
Write a support ticket with the kitties id number and tell them what happened. They will have it fixed for you in no time. Support is amazing.
Hi Rudy! I had exactly the same issue with one of my cats last night but I set it in low prim and then back again and it got rid of the error. You can also send it to the cattery and back using the cattery dock if you still get a menu when you touch your kitty. If not, then the support ticket, as Devilness said, they are quite amazing and fast to reply with a solution
* Tad Carlucci kneels in front of the screen, stares a while, then turns to you and says, "They're Back!"
4 cats rezzed, 2 got the message.
That is an issue I get EVERY time I rez a cat or even when I tp while holding a cat. It doesn't seem to effect them so I have never really worried about it.
* Tad Carlucci counts ...
42 Animations
24 Scripts
5 Objects
Hmm .. I'll bet the problem would disappear if all those animations were moved to another prim in the linkset.
(03-04-2014 08:03 PM)Tad Carlucci Wrote: [ -> ]* Tad Carlucci counts ...
42 Animations
24 Scripts
5 Objects
Hmm .. I'll bet the problem would disappear if all those animations were moved to another prim in the linkset.
This is an SL bug, and can be reproduced with a default SL cube containing nothing but 2 scripts with a few lines each. The problem showed up over a year ago. We could change our design to avoid it, but Linden Lab should actually fix this.
The bug has no real impact on your cats.
Ah. The old finger-pointing excuse. No wonder I'd forgotten how you fixed the issue.
It seems to me the problem started about the time the Asset Servers moved over to Houston, right? So it's probably not anything software could fix, it's just normal network latency. Linden Labs could fix it, but the question is whose regions should they take back to free the needed hardware, yours?
Telling your script to pause a few milliseconds before checking for the others should fix it. I mean, seriously? You have to start the stats script THIS half-second as opposed to the next? Like any user would ever notice that, sometimes, the statistics are a few milliseconds delayed?
Tad you could be correct but your approach is lacking some finesse. The KittyCatS team always works hard to fix and improve things constantly.
Yeah, I know. I guess I was a bit upset since I remembered the same answer, from some time ago.
Over the past day, I've been thinking about it from Linden Lab's point of view.
Second Life is a distributed system. Even through it may LOOK like a monolithic system, it isn't. That means there will be times when things which would "just be there," aren't.
This is one of those times.
Sure, it would be nice if the entire inventory were in place before any scripts ran. The fix which would be needed so that KittyCatS does not detect that the inventory is not fully loaded would effect ALL scripts on ALL objects and, at times, be quite noticeable to any player. So, this is an issue which Linden Labs should mark "Closed, won't fix."
KittyCatS Resident's desire that Linden Labs fix it is unrealistic.
Having realized Linden Labs cannot fix it, I thought about what the error tells me about what's going on in the scripts.
The fix is "drop dead easy" .. it's a Rule of Good Programming, anyway .. "Look before you leap". In this case, check that the script exists before attempting to start it.
Yea, that adds a few microseconds of "script lag" every time the script needs to be started (how often, every second?). If that's a problem, as I suggested above, simply delay the start a while. That won't fix it all the time (network latency could delay the inventory longer than you allow for). But a half second, or even a couple seconds, delay updating the hovertext, starting the first animation, whatever, probably won't ever be noticed.