June 26th, 2008 Posted in Purple Wyvern Designs | No Comments »
Most of what I do involves scripting (aside from the odd animation or texture). There are many annoyances to a scripter, most of them in-world. In no sort of order these are:
- Asset failed to compile/save (generally when the asset database is throwing a hissy fit)
- SL ate the script
- Finding scripts reverted in objects
- Silly errors in scripts!
- Script stopped running
Some of these just come down to doing things correctly and having patience (#3 is often down to taking an object back into inventory after modifying a contained script, before it has compiled and saved). However, trying to develop and debug scripts in-world can often be very time consuming. When SL is being laggy, often it takes some seconds for a script to compile, save and reset ready for testing.
One of the alternatives is to use an offline script development system. The one I use is LSLEditor which is an open source tool created by Alphons van der Heijden.

LSL Editor performs a number of functions, it has code completion and code tips (useful for if you can’t remember all the arguments to a function, or the exact name). It can check if your LSL is semantically correct and it has a debugger function. There is also a “Solution Explorer” which allows you to build a virtual object and test the interactions between multiple scripts.
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