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Function: llAllowInventoryDrop( integer add );

Allows for all users without modify permissions to add inventory items to a prim.

• integer add boolean, If TRUE allows anyone to drop inventory on prim, FALSE revokes.

To actually do the dropping, you need to drag an item from your inventory and drop it onto the prim WHILE holding down your CTRL key (on a PC; on a Mac, use the CMD key instead.) If you've got everything right, then just before you release it, you will see the prim framed in red.

Ownership of the dropped inventory item changes to the owner of the prim. Next owner permissions kick in on the item that was dropped in. Non-transfer items cannot be dropped into a prim owned by someone else.


  • Scripts are an exception to what is allowed to be dropped. If a user without modify permissions to a prim attempts to drop a script into it, the inventory addition is rejected and the prim shouts (sic -- shouts, not says) "Not permitted to edit this!" This is for obvious security reasons. If you own the prim and have mod rights to it, you can drop a script in. Friends who have mod rights to your stuff can also drop scripts in.
  • Bear in mind when dropping a texture into a prim to be sure (a) that you see a red box framing the target prim, and (b) not to release the CTRL button until you are sure that the texture is actually inside the box. If you see a white frame instead, or release CTRL too soon, the texture will instead be applied to the prim face that you were on.
  • Ordinary end-users may face challenges when confronted with actually performing the drag and drop. See "llAllowInventoryDrop and Everyday Users" section below.
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WHEN llAllowInventoryDrop IS SET TO TRUE.....
.... Allows anyone, even if they don't have modify rights to a prim, regardless of whether they are the owner or not, to drop items into that prim.

An application might be a public "suggestion box" that you want to let people drop notecards into.

When llAllowInventoryDrop is set to TRUE, the event that occurs is:


changed(integer change) {
       if (change & CHANGED_ALLOWED_DROP) { 

llSay(0, "Your contribution is appreciated, o ye non-permitted modifier!"



[Note: there is no way to use the changed event to tell who dropped the item in. If you really need to know, consider making the user touch the prim first to turn the llAllowInventoryDrop on, and then grab the user's information from the touch event.]

WHEN llAllowInventoryDrop IS SET TO FALSE.....
.... Inventory dropping can still be done, but it is restricted only to people with modify permissions to that prim. Note that people with modify rights to your (modifiable) stuff can do this anyway, as can you, even without the presence of llAllowInventoryDrop. Note as well that even if you own the prim, but don't have modify rights to it, you cannot drop anything at all into it, ever, unless the creator put in it an llAllowInventoryDrop(TRUE) first before passing it to you.

(Note as well that if you have a prim that you don't have mod rights to, but that the creator did set an llAllowInventoryDrop(TRUE) in, that even though you can drop stuff in, you will never be able to extract it! You can't even delete the stuff out of it! )

When llAllowInventoryDrop is set to FALSE, the event that occurs is:


changed(integer change) {
       if (change & CHANGED_INVENTORY) { 

llSay(0, "Your contribution is appreciated, o ye permitted modifier!"



llAllowInventoryDrop and Everyday Users
If you want someone to drag and drop notecards into a suggestion box, say, or whatever, you have to both invite them to do so, and explain how to do it (the holding down of the CTRL / CMD key being essential to communicate.)

A fair bit of fine motor skill is required to do this. Someone who doesn't have this, either because of failing or unsteady hands, or using a trackpad on a laptop in an awkward seated position, may not be able to perform this operation accurately.

If you sell a user something such as, say, a gift box, which you instruct them to fill via inventory drag and drop, bear in mind that there is often many a slip betwixt inventory and prim, and the user may by mistake (in this example) drag the gifts in question into a piece of the bow instead, and then panic when s/he doesn't see them in the main part of the giftbox. (Remember: if they have mod rights to the prim, they can drag and drop stuff into any part of the prim, regardless of whether there is an llAllowInventoryDrop in it or not.) You may wish to suggest instead that the user right-click the prim, choose open, and drag and drop stuff onto the "Open" Object Contents window -- a much larger, safer target.

The following example is a bit elaborate. It illustrates alternating AllowInventoryDrop off and on. (This is likely not something you would actually do unless you really wanted to play with users' minds.)

<lsl> integer allow;

default {

   touch_start(integer num)
       llAllowInventoryDrop(allow = !allow);
       llOwnerSay("llAllowInventoryDrop == "+llList2String(["FALSE","TRUE"],allow));
   changed(integer change)
       if (change & CHANGED_ALLOWED_DROP) //note that it's & and not &&... it's bitwise!
           llOwnerSay("The inventory has changed as a result of a user without mod permissions dropping an item on the prim and it being allowed by the script.");



See Also



Deep Notes

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function void llAllowInventoryDrop( integer add );