Difference between revisions of "LlDie"
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m (Fix for alphabetical order in Functions list) |
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{{LSL_Function | {{LSL_Function | ||
|func=llDie | |func=llDie | ||
|sort=Die | |sort=Die | ||
|func_id=41|func_sleep=0.0|func_energy=0.0 | |||
|func_footnote=If called in any prim in the {{LSLG|link set}} the result will be the deletion of the entire object.<br/>To remove a single prim from an object use [[llBreakLink]] first. | |func_footnote=If called in any prim in the {{LSLG|link set}} the result will be the deletion of the entire object.<br/>To remove a single prim from an object use [[llBreakLink]] first. | ||
|func_desc=Deletes the object. The object does not go to the owners Inventory:Trash. | |func_desc=Deletes the object. The object does not go to the owners Inventory:Trash. |
Revision as of 05:15, 29 March 2007
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Summary
Function: llDie( );41 | Function ID |
0.0 | Forced Delay |
0.0 | Energy |
Deletes the object. The object does not go to the owners Inventory:Trash.
If called in any prim in the link set the result will be the deletion of the entire object.
To remove a single prim from an object use llBreakLink first.
Caveats
- After this function is called there is no way to undo the deletion of the object.
- Has no effect if called from within an attachment; there is no way to delete an attachment.
- To detach an object from the avatar call llDetachFromAvatar
Examples
//Counts down from 5 to 1, then dies default { state_entry() { integer olf; for(olf = 5; olf > 0; --olf) llSay(0, (string)olf); llDie(); } }