OsForceAttachToAvatarFromInventory
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|function_syntax= osForceAttachToAvatarFromInventory(string itemName, integer attachmentPoint) | |function_syntax= osForceAttachToAvatarFromInventory(string itemName, integer attachmentPoint) | ||
|csharp_syntax= | |csharp_syntax= | ||
− | |description=Attach an inventory item in the object containing this script to the script owner without asking for PERMISSION_ATTACH. Nothing happens if the avatar is not in the region. | + | |description=Attach an inventory item in the object containing this script to the script owner without asking for PERMISSION_ATTACH. |
+ | |||
+ | Nothing happens if the avatar is not in the region. | ||
* itemName - The name of the item. If this is not found then a warning is said to the owner. | * itemName - The name of the item. If this is not found then a warning is said to the owner. | ||
* attachmentPoint - The attachment point. For example, ATTACH_CHEST. | * attachmentPoint - The attachment point. For example, ATTACH_CHEST. | ||
|threat_level=High | |threat_level=High | ||
− | |permissions=${ | + | |permissions=${OSSL|osslParcelO}ESTATE_MANAGER,ESTATE_OWNER |
|delay=0 | |delay=0 | ||
− | |ossl_example= | + | |ossl_example=<source lang="lsl"> |
− | |additional_info=This function was added in 0.7.4-post-fixes | + | // |
+ | // osForceAttachToAvatarFromInventory Script Exemple (XEngine) | ||
+ | // Author: djphil | ||
+ | // | ||
+ | |||
+ | string ObjectName; | ||
+ | |||
+ | default | ||
+ | { | ||
+ | state_entry() | ||
+ | { | ||
+ | ObjectName = llGetInventoryName(INVENTORY_OBJECT, 0); | ||
+ | |||
+ | if (ObjectName == "") | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); | ||
+ | } | ||
+ | |||
+ | else | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatarFromInventory attach the object " + ObjectName + " to your avatar's left hand."); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | touch_start(integer number) | ||
+ | { | ||
+ | osForceAttachToAvatarFromInventory(ObjectName, 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 " + ObjectName + " 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(); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </source> | ||
+ | ''' For YEngine: ''' | ||
+ | <source lang="lsl"> | ||
+ | // | ||
+ | // osForceAttachToAvatarFromInventory Script Exemple (YEngine) | ||
+ | // Author: djphil | ||
+ | // | ||
+ | |||
+ | string ObjectName; | ||
+ | |||
+ | default | ||
+ | { | ||
+ | state_entry() | ||
+ | { | ||
+ | ObjectName = llGetInventoryName(INVENTORY_OBJECT, 0); | ||
+ | |||
+ | if (ObjectName == "") | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); | ||
+ | } | ||
+ | |||
+ | else | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatarFromInventory attach the object " + ObjectName + " to your avatar's left hand."); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | touch_start(integer number) | ||
+ | { | ||
+ | osForceAttachToAvatarFromInventory(ObjectName, 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 " + ObjectName + " 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(); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </source> | ||
+ | |additional_info=This function was added in 0.7.4-post-fixes.<br> | ||
+ | See [http://wiki.secondlife.com/wiki/Template:LSL_Constants_Attachment Attachment Points] for the complete list of LSL Attachment Points Constants. | ||
}} | }} | ||
+ | == See Also == | ||
+ | * [[osForceAttachToAvatar]] | ||
+ | * [[osForceAttachToAvatarFromInventory]] | ||
+ | * [[osForceAttachToOtherAvatarFromInventory]] | ||
+ | * [[osForceDetachFromAvatar]] | ||
+ | * [[osForceDropAttachment]] | ||
+ | * [[osForceDropAttachmentAt]] | ||
+ | * [[osDropAttachment]] | ||
+ | * [[osDropAttachmentAt]] |
Latest revision as of 05:34, 11 January 2021
osForceAttachToAvatarFromInventory(string itemName, integer attachmentPoint)
| |
Attach an inventory item in the object containing this script to the script owner without asking for PERMISSION_ATTACH.
Nothing happens if the avatar is not in the region.
| |
Threat Level | High |
Permissions | ${OSSL|osslParcelO}ESTATE_MANAGER,ESTATE_OWNER |
Extra Delay | 0 seconds |
Example(s) | |
// // osForceAttachToAvatarFromInventory Script Exemple (XEngine) // Author: djphil // string ObjectName; default { state_entry() { ObjectName = llGetInventoryName(INVENTORY_OBJECT, 0); if (ObjectName == "") { llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); } else { llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatarFromInventory attach the object " + ObjectName + " to your avatar's left hand."); } } touch_start(integer number) { osForceAttachToAvatarFromInventory(ObjectName, 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 " + ObjectName + " 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: // // osForceAttachToAvatarFromInventory Script Exemple (YEngine) // Author: djphil // string ObjectName; default { state_entry() { ObjectName = llGetInventoryName(INVENTORY_OBJECT, 0); if (ObjectName == "") { llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); } else { llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatarFromInventory attach the object " + ObjectName + " to your avatar's left hand."); } } touch_start(integer number) { osForceAttachToAvatarFromInventory(ObjectName, 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 " + ObjectName + " 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. |
[edit] See Also
- osForceAttachToAvatar
- osForceAttachToAvatarFromInventory
- osForceAttachToOtherAvatarFromInventory
- osForceDetachFromAvatar
- osForceDropAttachment
- osForceDropAttachmentAt
- osDropAttachment
- osDropAttachmentAt