llBreakLink

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Summary

Function: llBreakLink( integer linknum );
0.0 Forced Delay
10.0 Energy

Delinks the prim with the given link number in a linked object set

• integer linknum Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars)

To run this function the script must request the PERMISSION_CHANGE_LINKS permission with llRequestPermissions and it must be granted by the owner.

Caveats

Permissions
  • This function removes sitting avatars from the object, even if not sitting on the unlinked prim.
  • This function silently fails if called from a script inside an attachment.
  • This function fails if the owner does not have edit permissions on the object containing the script, the system message "Delink failed because you do not have edit permission" is received by the owner.
  • A prim with PERMISSION_CHANGE_LINKS can delink any prim in the linked object set even itself or the root
  • The only LINK_* flag that linknum currently supports is LINK_ROOT. SVC-3510

Examples

<lsl>//-- requests permission to change links, then breaks the link //-- between the prim and the rest of the object, on touch. default{

 touch_start( integer vIntTouched ) {
   llRequestPermissions( llGetOwner(), PERMISSION_CHANGE_LINKS );
 }

 run_time_permissions( integer perm ) {
   if(perm & PERMISSION_CHANGE_LINKS) {
     llBreakLink( llGetLinkNumber() );
   }
 }
}</lsl>

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

See Also

Events

•  run_time_permissions Permission receiving event
•  changed CHANGED_LINK

Functions

•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llGetPermissions Get the permissions granted
•  llGetPermissionsKey Get the agent who granted permissions
•  llRequestPermissions Request permissions
•  llBreakAllLinks Break all links
•  llCreateLink Link to another object

Articles

•  Script permissions

Deep Notes

Signature

function void llBreakLink( integer linknum );