Difference between revisions of "INVENTORY LANDMARK"

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|type=integer
|type=integer
|value=3
|value=3
|desc
|desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of LANDMARK type will be retrieved by the function.
|examples
|examples=<source lang="lsl2">//Give a landmark to anyone touching this object
|constants
default
{
    touch_start(integer total_number)
    {
        // get the UUID of the person touching this object
        key user = llDetectedKey(0);
        // Give them the first landmark found in the object's contents
        llGiveInventory(user, llGetInventoryName(INVENTORY_LANDMARK, 0) );
    }
}
</source>
|constants=
{{LSL DefineRow||[[INVENTORY_NONE]]|}}
{{LSL DefineRow||[[INVENTORY ALL]]|}}
{{LSL DefineRow||[[INVENTORY ANIMATION]]|}}
{{LSL DefineRow||[[INVENTORY BODYPART]]|}}
{{LSL DefineRow||[[INVENTORY CLOTHING]]|}}
{{LSL DefineRow||[[INVENTORY GESTURE]]|}}
{{LSL DefineRow||[[INVENTORY NOTECARD]]|}}
{{LSL DefineRow||[[INVENTORY OBJECT]]|}}
{{LSL DefineRow||[[INVENTORY SCRIPT]]|}}
{{LSL DefineRow||[[INVENTORY SETTING]]|}}
{{LSL DefineRow||[[INVENTORY SOUND]]|}}
{{LSL DefineRow||[[INVENTORY TEXTURE]]|}}
|functions={{LSL DefineRow||[[llGetInventoryType]]|}}
|functions={{LSL DefineRow||[[llGetInventoryType]]|}}
{{LSL DefineRow||[[llGetInventoryNumber]]|}}
{{LSL DefineRow||[[llGetInventoryNumber]]|}}

Latest revision as of 11:27, 1 February 2019

Description

Constant: integer INVENTORY_LANDMARK = 3;

The integer constant INVENTORY_LANDMARK has the value 3

Used with Inventory functions and specifies inventory items of LANDMARK type will be retrieved by the function.

Examples

//Give a landmark to anyone touching this object
default
{
    touch_start(integer total_number)
    {
        // get the UUID of the person touching this object
        key user = llDetectedKey(0);
        // Give them the first landmark found in the object's contents
        llGiveInventory(user, llGetInventoryName(INVENTORY_LANDMARK, 0) );
    }
}

Deep Notes

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Signature

integer INVENTORY_LANDMARK = 3;