OsForceAttachToOtherAvatarFromInventory
From OpenSimulator
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|delay=0 | |delay=0 | ||
|ossl_example=<source lang="lsl"> | |ossl_example=<source lang="lsl"> | ||
+ | // | ||
+ | // osForceAttachToOtherAvatarFromInventory Script Exemple | ||
+ | // | ||
− | + | string AvatarUuid = "<TARGET_AVATAR_UUID>"; | |
− | + | string ObjectName; | |
− | //List of items in object inventory to be attached in format: item_name, attach_point | + | default |
− | list items = | + | { |
− | [ | + | state_entry() |
− | + | { | |
− | + | ObjectName = llGetInventoryName(INVENTORY_ALL, 0); | |
− | + | ||
− | + | if (ObjectName == "") | |
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); | ||
+ | } | ||
+ | |||
+ | else if (AvatarUuid == "<USER_UUID_TO_EJECT>" || !osIsUUID(AvatarUuid)) | ||
+ | { | ||
+ | llOwnerSay("Please replace <TARGET_AVATAR_UUID> with a valid user uuid"); | ||
+ | } | ||
+ | |||
+ | else | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToOtherAvatarFromInventory attach the object to the target avatar's left hand."); | ||
+ | llSay(PUBLIC_CHANNEL, "Object name is " + ObjectName + " and target avatar uuid is " + AvatarUuid + " (" + osKey2Name(AvatarUuid) + ")"); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | touch_start(integer number) | ||
+ | { | ||
+ | osForceAttachToOtherAvatarFromInventory(AvatarUuid, 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"> | ||
+ | // | ||
+ | // osForceAttachToOtherAvatarFromInventory Script Exemple | ||
+ | // | ||
+ | |||
+ | string AvatarUuid = "<TARGET_AVATAR_UUID>"; | ||
+ | string ObjectName; | ||
+ | |||
+ | default | ||
+ | { | ||
+ | state_entry() | ||
+ | { | ||
+ | ObjectName = llGetInventoryName(INVENTORY_ALL, 0); | ||
+ | |||
+ | if (ObjectName == "") | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); | ||
+ | } | ||
+ | |||
+ | else if (AvatarUuid == "<USER_UUID_TO_EJECT>" || !osIsUUID(AvatarUuid)) | ||
+ | { | ||
+ | llOwnerSay("Please replace <TARGET_AVATAR_UUID> with a valid user uuid"); | ||
+ | } | ||
+ | |||
+ | else | ||
+ | { | ||
+ | llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToOtherAvatarFromInventory attach the object to the target avatar's left hand."); | ||
+ | llSay(PUBLIC_CHANNEL, "Object name is " + ObjectName + " and target avatar uuid is " + AvatarUuid + " (" + osKey2Name(AvatarUuid) + ")"); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | touch_start(integer number) | ||
+ | { | ||
+ | osForceAttachToOtherAvatarFromInventory(AvatarUuid, 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> | ||
+ | ''' Another exemple: ''' | ||
+ | <source lang="lsl"> | ||
+ | // Simple example for osForceAttachToOtherAvatarFromInventory that attaches a list of items on touch | ||
+ | // Author: mewtwo0641 | ||
+ | |||
+ | // List of items in object inventory to be attached in format: item_name, attach_point | ||
+ | list items = [ | ||
+ | "Belt", (string)ATTACH_BELLY, | ||
+ | "Hat", (string)ATTACH_HEAD, | ||
+ | "Left Shoe", (string)ATTACH_LFOOT, | ||
+ | "Right Shoe", (string)ATTACH_RFOOT | ||
]; | ]; | ||
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default | default | ||
{ | { | ||
− | touch_start(integer | + | touch_start(integer number) |
{ | { | ||
toucher = llDetectedKey(0); | toucher = llDetectedKey(0); | ||
− | + | integer i; | |
− | integer i | + | |
− | + | for(i = 0; i < llGetListLength(items); i++) | |
− | for(i; i < llGetListLength(items); i++) | + | |
{ | { | ||
string name = llList2String(items, i); | string name = llList2String(items, i); | ||
Line 45: | Line 168: | ||
} | } | ||
} | } | ||
− | |||
</source> | </source> | ||
− | |additional_info=This function was added in 0.7.4-post-fixes | + | |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]] |
Revision as of 10:29, 24 November 2020
osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, integer attachmentPoint)
| |
Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH. Nothing happens if the avatar is not in the region.
In OpenSimulator 0.7.4. | |
Threat Level | VeryHigh |
Permissions | Use of this function is always disabled by default |
Extra Delay | 0 seconds |
Example(s) | |
// // osForceAttachToOtherAvatarFromInventory Script Exemple // string AvatarUuid = "<TARGET_AVATAR_UUID>"; string ObjectName; default { state_entry() { ObjectName = llGetInventoryName(INVENTORY_ALL, 0); if (ObjectName == "") { llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); } else if (AvatarUuid == "<USER_UUID_TO_EJECT>" || !osIsUUID(AvatarUuid)) { llOwnerSay("Please replace <TARGET_AVATAR_UUID> with a valid user uuid"); } else { llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToOtherAvatarFromInventory attach the object to the target avatar's left hand."); llSay(PUBLIC_CHANNEL, "Object name is " + ObjectName + " and target avatar uuid is " + AvatarUuid + " (" + osKey2Name(AvatarUuid) + ")"); } } touch_start(integer number) { osForceAttachToOtherAvatarFromInventory(AvatarUuid, 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: // // osForceAttachToOtherAvatarFromInventory Script Exemple // string AvatarUuid = "<TARGET_AVATAR_UUID>"; string ObjectName; default { state_entry() { ObjectName = llGetInventoryName(INVENTORY_ALL, 0); if (ObjectName == "") { llSay(PUBLIC_CHANNEL, "Inventory object missing ..."); } else if (AvatarUuid == "<USER_UUID_TO_EJECT>" || !osIsUUID(AvatarUuid)) { llOwnerSay("Please replace <TARGET_AVATAR_UUID> with a valid user uuid"); } else { llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToOtherAvatarFromInventory attach the object to the target avatar's left hand."); llSay(PUBLIC_CHANNEL, "Object name is " + ObjectName + " and target avatar uuid is " + AvatarUuid + " (" + osKey2Name(AvatarUuid) + ")"); } } touch_start(integer number) { osForceAttachToOtherAvatarFromInventory(AvatarUuid, 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(); } } } Another exemple: // Simple example for osForceAttachToOtherAvatarFromInventory that attaches a list of items on touch // Author: mewtwo0641 // List of items in object inventory to be attached in format: item_name, attach_point list items = [ "Belt", (string)ATTACH_BELLY, "Hat", (string)ATTACH_HEAD, "Left Shoe", (string)ATTACH_LFOOT, "Right Shoe", (string)ATTACH_RFOOT ]; key toucher; default { touch_start(integer number) { toucher = llDetectedKey(0); integer i; for(i = 0; i < llGetListLength(items); i++) { string name = llList2String(items, i); integer point = (integer)llList2String(items, i + 1); osForceAttachToOtherAvatarFromInventory(toucher, name, point); i++; } } } | |
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:
- osForceAttachToAvatar
- osForceAttachToAvatarFromInventory
- osForceAttachToOtherAvatarFromInventory
- osForceDetachFromAvatar
- osForceDropAttachment
- osForceDropAttachmentAt
- osDropAttachment
- osDropAttachmentAt