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Function: llBreakLink( integer linknum );

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) or a LINK_* flag

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

Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in


  • 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
  • LINK_ROOT delinks only the root prim, even if that is this prim
  • LINK_THIS does not unlink this prim: It delinks the root prim, unless the root prim is this one. In that case LINK_THIS unlinks the first child prim
  • Use llGetLinkNumber() as the parameter to unlink this prim, not LINK_THIS
  • Link_ALL_CHILDREN, LINK_SET and LINK_ALL_OTHERS behave exactly the same as LINK_THIS
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<lsl>//-- requests permission to change links, then breaks the link //-- between the prim and the rest of the object, on touch. default{

   llRequestPermissions( llGetOwner(), PERMISSION_CHANGE_LINKS );

 touch_start( integer vIntTouched ){
   llBreakLink( llGetLinkNumber() );


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.


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


•  run_time_permissions Permission receiving event
•  changed CHANGED_LINK


•  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


•  Script permissions

Deep Notes

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  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.


function void llBreakLink( integer linknum );