RE: Script Error: "Could not find script 'KittyCats - Statistics'."
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.
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