OsForceDetachFromAvatar

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//
 
//
 
// osForceDetachFromAvatar Script Example (XEngine)
 
// osForceDetachFromAvatar Script Example (XEngine)
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// Author: djphil
 
//
 
//
  
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<source lang="lsl">
 
<source lang="lsl">
 
//
 
//
// osForceDetachFromAvatar Script Example (XEngine)
+
// osForceDetachFromAvatar Script Example (YEngine)
 +
// Author: djphil
 
//
 
//
  

Revision as of 10:38, 24 November 2020

osForceDetachFromAvatar()
Works exactly like llDetachFromAvatar() except that PERMISSION_ATTACH is not required.
Threat Level High
Permissions Use of this function is always disabled by default
Extra Delay 0 seconds
Example(s)
//
// osForceDetachFromAvatar Script Example (XEngine)
// Author: djphil
//
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatar attach this object to your avatar's left hand.");
        llSay(PUBLIC_CHANNEL, "Touch it again to see osForceDetachFromAvatar detach this object from your avatar.");
    }
 
    touch_start(integer number)
    {
        if (!llGetAttached())
        {
            osForceAttachToAvatar(ATTACH_LHAND);
        }
 
        else if (llGetAttached())
        {
            osForceDetachFromAvatar();
        }
    }
 
    // 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:

//
// osForceDetachFromAvatar Script Example (YEngine)
// Author: djphil
//
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osForceAttachToAvatar attach this object to your avatar's left hand.");
        llSay(PUBLIC_CHANNEL, "Touch it again to see osForceDetachFromAvatar detach this object from your avatar.");
    }
 
    touch_start(integer number)
    {
        if (!llGetAttached())
        {
            osForceAttachToAvatar(ATTACH_LHAND);
        }
 
        else if (llGetAttached())
        {
            osForceDetachFromAvatar();
        }
    }
 
    // 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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