OsAgentSaveAppearance
From OpenSimulator
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// | // | ||
// osAgentSaveAppearance Script Example | // osAgentSaveAppearance Script Example | ||
− | |||
− | |||
// | // | ||
− | + | ||
default | default | ||
{ | { | ||
− | touch_start(integer | + | state_entry() |
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Touch to see osAgentSaveAppearance usage."); | ||
+ | } | ||
+ | |||
+ | touch_start(integer number) | ||
{ | { | ||
osAgentSaveAppearance(llDetectedKey(0), "appearance"); | osAgentSaveAppearance(llDetectedKey(0), "appearance"); |
Revision as of 11:47, 24 November 2020
key osAgentSaveAppearance(key agentId, string notecard)
key osAgentSaveAppearance(key agentId, string notecard, integer includeHuds) | |
Save an arbitrary avatar's appearance to a notecard in the prim's inventory. This includes body part data, clothing items and attachments. If a notecard with the same name already exists then it is replaced. The avatar must be present in the region when this function is invoked. The baked textures for the avatar (necessary to recreate appearance on the NPC) are saved permanently. The first variant will include HUDs, the second variant allows control that. incluceHuds 1 (TRUE) will include 0(FALSE) will not | |
Threat Level | VeryHigh |
Permissions | ESTATE_MANAGER,ESTATE_OWNER |
Extra Delay | 0 seconds |
Example(s) | |
// // osAgentSaveAppearance Script Example // default { state_entry() { llSay(PUBLIC_CHANNEL, "Touch to see osAgentSaveAppearance usage."); } touch_start(integer number) { osAgentSaveAppearance(llDetectedKey(0), "appearance"); } } | |
Notes | |
This function was added in 0.7.2-post-fixes, huds control added in 0.9.2 |