Difference between revisions of "LlEjectFromLand"
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m ('pest' seemed so derisive :)) |
m |
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{{LSL_Function/avatar|avatar|sim=*}} | |||
{{LSL_Function | {{LSL_Function | ||
|func_id=213|func_sleep=0.0|func_energy=10.0 | |func_id=213|func_sleep=0.0|func_energy=10.0 | ||
|func=llEjectFromLand|p1_type=key|p1_name=avatar | |func=llEjectFromLand|p1_type=key|p1_name=avatar | ||
|func_footnote=If the land is deeded to a group, then the object must be deeded to the same group. | |func_footnote=If the land is deeded to a group, then the object must be deeded to the same group. | ||
|func_desc=Ejects avatar from the parcel. | |func_desc=Ejects '''avatar''' from the parcel. | ||
|return_text | |return_text | ||
|spec | |spec | ||
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|constants | |constants | ||
|examples= | |examples= | ||
<lsl> | <lsl>// Here a script done by shenanigan oh | ||
// Here a script done by shenanigan oh | |||
//It's a easy script that I came up with. When I worked for a carnage I put this script in a computer that was | //It's a easy script that I came up with. When I worked for a carnage I put this script in a computer that was | ||
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llOwnerSay("Avatar not found."); | llOwnerSay("Avatar not found."); | ||
} | } | ||
} | }</lsl> | ||
</lsl> | |||
|helpers | |helpers | ||
|also_functions | |also_functions |
Revision as of 00:54, 8 September 2008
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llEjectFromLand( key avatar );213 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Ejects avatar from the parcel.
• key | avatar | – | avatar UUID that is in the same region |
If the land is deeded to a group, then the object must be deeded to the same group.
Caveats
Examples
<lsl>// Here a script done by shenanigan oh
//It's a easy script that I came up with. When I worked for a carnage I put this script in a computer that was //attached to me. The carnage it self was a pvp sims so it was alot easier and fast to eject some this way //then running after them and clicking on them. The way this work is by trying eject and half type plays name. //Example: /1 eject shenan
//Warning if you type someone name in short be careful of other plays with same name! string msg; string name; default {
on_rez(integer n) { llResetScript(); } state_entry() { llListen(1, "", llGetOwner(), ""); llListen(0, "", llGetOwner(), ""); }
listen(integer n, string m, key k, string msg) { if (llGetSubString(msg, 0, 5) == "eject ") { name = llToLower(llStringTrim(llDeleteSubString(msg, 0, 5), STRING_TRIM)); llSensor("", "", AGENT, 96, PI); } } sensor(integer n) { integer i = 0; for (;i<n;++i) { if (llOverMyLand(llDetectedKey(i))) { if (~llSubStringIndex(llToLower(llDetectedName(i)), name)) { llOwnerSay("ejecting " + llDetectedName(i)); llEjectFromLand(llDetectedKey(i)); } } } } no_sensor() { llOwnerSay("Avatar not found."); }}</lsl>