Difference between revisions of "Remove all scripts from a linkset"
Kireji Haiku (talk | contribs) m (forgot a few lines -.-;) |
Omei Qunhua (talk | contribs) m (SLuniverse vote) |
||
Line 2: | Line 2: | ||
<lsl> | <lsl> | ||
// Script eraser by Dahlia Orfan (2012) | // Script eraser by Dahlia Orfan (2012) | ||
// Drop this script in a linkset (rezzed on the ground or attachment) | // Drop this script in a linkset (rezzed on the ground or attachment) | ||
// When the script tells that it is ready, unrez and rerez the linkset | // When the script tells that it is ready, unrez and rerez the linkset | ||
Line 19: | Line 19: | ||
string scriptName; | string scriptName; | ||
// start with last script which has the index (numberOfScripts - 1) | // start with last script which has the index (numberOfScripts - 1) | ||
do | do | ||
{ | { | ||
Line 26: | Line 26: | ||
if (scriptName != thisScript) | if (scriptName != thisScript) | ||
llRemoveInventory(scriptName); | |||
} | } | ||
while (index); | while (index); | ||
// at last remove this script | // at last remove this script | ||
llRemoveInventory(thisScript); | llRemoveInventory(thisScript); | ||
} | } | ||
Line 38: | Line 38: | ||
state_entry() | state_entry() | ||
{ | { | ||
// set an ident number code | |||
DELETE = (integer) ( (string) llGetOwner() ); | |||
DELETE = (integer)( | |||
integer link = llGetLinkNumber(); | integer link = llGetLinkNumber(); | ||
// the root prim has link number 0 for single prim objects and 1 for linksets | |||
if (link < | if (link < 2) | ||
{ | { | ||
prims = | prims = llGetObjectPrimCount(llGetKey() ); // Get number of prims excluding seated avatars | ||
// if single prim, else linkset | |||
if (prims == 1) | if (prims == 1) | ||
{ | { | ||
llSay(0, "Done removing scripts."); | |||
llSay( | |||
remove_scripts(); | remove_scripts(); | ||
} | } | ||
Line 70: | Line 61: | ||
--n; | --n; | ||
} | } | ||
llSay(0, "Please take this object back to your inventory and " | |||
llSay( | |||
+ "rez it again. Then edit the object (ctrl+3), go to the menu at the " | + "rez it again. Then edit the object (ctrl+3), go to the menu at the " | ||
+ "top of your viewer and select BUILD > SCRIPTS > SET SCRIPTS TO RUNNING."); | + "top of your viewer and select BUILD > SCRIPTS > SET SCRIPTS TO RUNNING."); | ||
Line 85: | Line 75: | ||
link_message(integer sender_num, integer num, string str, key id) | link_message(integer sender_num, integer num, string str, key id) | ||
{ | { | ||
// if the received linkmessage contains the ident number code previously stored... | |||
if (num == DELETE) | if (num == DELETE) | ||
{ | { | ||
--prims; | --prims; | ||
if (prims == 1) | if (prims == 1) | ||
{ | { | ||
llSay(0, "Done removing scripts."); | |||
llSay( | |||
remove_scripts(); | remove_scripts(); | ||
} | } |
Revision as of 08:15, 9 June 2014
This simple script removes all scripts contained in a linkset. I had found one on the Internet but for an unknown reason, it moves the linkset (see [1]) ?! This one is simple, and works for attachments and rezzed objects. Just drop the script in the linkset (so in the root prim). If the linkset is one single prim, there is nothing else to do. Otherwise, when the script tells you that it is ready, unrez/re-rez the object and set all scripts to running using the menu of the viewer. That's all. An hovertext shows the number of remaining prims to be cleaned up. This script is very useful for example for Firestorm's users: indeed when this page is being written down, the feature is still missing in Firestorm.
<lsl> // Script eraser by Dahlia Orfan (2012) // Drop this script in a linkset (rezzed on the ground or attachment) // When the script tells that it is ready, unrez and rerez the linkset // Set all scripts to running using the menu of the viewer // Wait until it is done. http://pastebin.com/gqi7mKFE
integer prims; integer DELETE;
// remove all other scripts, then this one remove_scripts() {
string thisScript = llGetScriptName();
integer index = llGetInventoryNumber(INVENTORY_SCRIPT); string scriptName;
// start with last script which has the index (numberOfScripts - 1) do { --index; scriptName = llGetInventoryName(INVENTORY_SCRIPT, index);
if (scriptName != thisScript) llRemoveInventory(scriptName); } while (index);
// at last remove this script llRemoveInventory(thisScript);
}
default {
state_entry() { // set an ident number code DELETE = (integer) ( (string) llGetOwner() ); integer link = llGetLinkNumber();
// the root prim has link number 0 for single prim objects and 1 for linksets if (link < 2) { prims = llGetObjectPrimCount(llGetKey() ); // Get number of prims excluding seated avatars
// if single prim, else linkset if (prims == 1) { llSay(0, "Done removing scripts."); remove_scripts(); } else { integer n = prims; while(n > 1) { llGiveInventory(llGetLinkKey(n), llGetScriptName()); --n; } llSay(0, "Please take this object back to your inventory and " + "rez it again. Then edit the object (ctrl+3), go to the menu at the " + "top of your viewer and select BUILD > SCRIPTS > SET SCRIPTS TO RUNNING."); } } else// not the root prim { llMessageLinked(LINK_ROOT, DELETE, "", NULL_KEY); remove_scripts(); } }
link_message(integer sender_num, integer num, string str, key id) { // if the received linkmessage contains the ident number code previously stored... if (num == DELETE) { --prims; if (prims == 1) { llSay(0, "Done removing scripts."); remove_scripts(); } } }
} </lsl>