OsForceAttachToAvatar

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m (Small fixes)
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|permissions=${OSSL|osslParcelO}ESTATE_MANAGER,ESTATE_OWNER
 
|permissions=${OSSL|osslParcelO}ESTATE_MANAGER,ESTATE_OWNER
 
|delay=0
 
|delay=0
|ossl_example=
 
 
|ossl_example=<source lang="lsl">
 
|ossl_example=<source lang="lsl">
 
//
 
//
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     attach(key id)
 
     attach(key id)
 
     {
 
     {
         // Test if is a valid key and not NULL_KEY ('id' is only valid on attach)
+
         // Test if is a valid key ('id' is only valid on attach)
 
         if (id)
 
         if (id)
 
         {
 
         {

Revision as of 09:48, 24 November 2020

osForceAttachToAvatar(integer attachmentPoint)
Works exactly like llAttachToAvatar() except that PERMISSION_ATTACH is not required.
Threat Level High
Permissions ${OSSL|osslParcelO}ESTATE_MANAGER,ESTATE_OWNER
Extra Delay 0 seconds
Example(s)
//
// osForceAttachToAvatar Script Example (XEngine)
//
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatar attach this object to your avatar's left hand.");
    }
 
    touch_start(integer number)
    {
        if (!llGetAttached())
        {
            osForceAttachToAvatar(ATTACH_LHAND);
        }
    }
 
    // The attach event is called on both attach and detach.
    attach(key id)
    {
        // Test if is a valid key and not NULL_KEY ('id' is only valid on attach)
        if (id && id != NULL_KEY)
        {
            llOwnerSay("The object is attached to " + llKey2Name(id));
        }
 
        else 
        {
            llOwnerSay("The object is not attached!");
        }
    }
 
    on_rez(integer param)
    {
        // Reset the script if it's not attached.
        if (!llGetAttached())        
        {
            llResetScript();
        }
    }
}

For YEngine:

//
// osForceAttachToAvatar Script Example (YEngine)
//
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatar attach this object to your avatar's left hand.");
    }
 
    touch_start(integer number)
    {
        if (!llGetAttached())
        {
            osForceAttachToAvatar(ATTACH_LHAND);
        }
    }
 
    // The attach event is called on both attach and detach.
    attach(key id)
    {
        // Test if is a valid key ('id' is only valid on attach)
        if (id)
        {
            llOwnerSay("The object is attached to " + llKey2Name(id));
        }
 
        else 
        {
            llOwnerSay("The object is not attached!");
        }
    }
 
    on_rez(integer param)
    {
        // Reset the script if it's not attached.
        if (!llGetAttached())        
        {
            llResetScript();
        }
    }
}
Notes
This function was added in 0.7.4-post-fixes.

See Attachment Points for the complete list of LSL Attachment Points Constants.


See Also:

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