debug: Add better debugging output to llRemoteLoadScriptPin

- Show target object key and PIN for debugging
- Display script content size
- Simplify approach to focus on core llRemoteLoadScriptPin functionality
- This will help identify why script installation is failing
This commit is contained in:
RebeccaNod1 2025-10-02 12:58:17 -05:00
parent c9f1d55393
commit 3987b970ba

View file

@ -130,18 +130,20 @@ downloadNextScript() {
currentHttpRequest = llHTTPRequest(url, [HTTP_METHOD, "GET"], "");
}
// Install downloaded script
// Install downloaded script using llRemoteLoadScriptPin
installScript(string scriptContent, string scriptName, integer linkNumber) {
// Use llRemoteLoadScriptPin to install script in target game
llRemoteLoadScriptPin(targetGameKey, scriptName, updatePin, TRUE, linkNumber);
llOwnerSay("📥 Installing " + scriptName + " (" + (string)llStringLength(scriptContent) + " chars)");
llOwnerSay("🎯 Target: " + (string)targetGameKey + " | PIN: " + (string)updatePin);
// Note: In practice, you'd want to wait for confirmation of successful installation
// For now, we'll proceed optimistically
llOwnerSay("✅ Installed " + scriptName + " in link " + (string)linkNumber);
// Use llRemoteLoadScriptPin to install the script
// This creates a new script in the target object with the downloaded content
llRemoteLoadScriptPin(targetGameKey, scriptContent, updatePin, TRUE, 0);
llOwnerSay("✅ Sent " + scriptName + " to target game");
// Move to next script
currentScriptIndex++;
llSetTimerEvent(1.0); // Brief pause between installations
llSetTimerEvent(2.0); // Brief pause between installations
}
// Complete the update process