OsForceAttachToOtherAvatarFromInventory

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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.

  • rawAvatarId - The UUID of the avatar to which to attach. Nothing happens if this is not a UUID.
  • 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.
Threat Level VeryHigh
Permissions Use of this function is always disabled by default
Extra Delay 0 seconds
Example(s)
//
// osForceAttachToOtherAvatarFromInventory Script Exemple (XEngine)
// Author: djphil
//
 
string AvatarUuid = "<TARGET_AVATAR_UUID>";
string ObjectName;
 
default
{
    state_entry()
    {
        ObjectName = llGetInventoryName(INVENTORY_OBJECT, 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 (YEngine)
// Author: djphil
//
 
string AvatarUuid = "<TARGET_AVATAR_UUID>";
string ObjectName;
 
default
{
    state_entry()
    {
        ObjectName = llGetInventoryName(INVENTORY_OBJECT, 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

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