Difference between revisions of "INVENTORY LANDMARK"
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|type=integer | |type=integer | ||
|value=3 | |value=3 | ||
|desc | |desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of LANDMARK type will be retrieved by the function. | ||
|examples | |examples=<source lang="lsl2">//Give a landmark to anyone touching this object | ||
|constants | default | ||
{ | |||
touch_start(integer total_number) | |||
{ | |||
// get the UUID of the person touching this object | |||
key user = llDetectedKey(0); | |||
// Give them the first landmark found in the object's contents | |||
llGiveInventory(user, llGetInventoryName(INVENTORY_LANDMARK, 0) ); | |||
} | |||
} | |||
</source> | |||
|constants= | |||
{{LSL DefineRow||[[INVENTORY_NONE]]|}} | |||
{{LSL DefineRow||[[INVENTORY ALL]]|}} | |||
{{LSL DefineRow||[[INVENTORY ANIMATION]]|}} | |||
{{LSL DefineRow||[[INVENTORY BODYPART]]|}} | |||
{{LSL DefineRow||[[INVENTORY CLOTHING]]|}} | |||
{{LSL DefineRow||[[INVENTORY GESTURE]]|}} | |||
{{LSL DefineRow||[[INVENTORY NOTECARD]]|}} | |||
{{LSL DefineRow||[[INVENTORY OBJECT]]|}} | |||
{{LSL DefineRow||[[INVENTORY SCRIPT]]|}} | |||
{{LSL DefineRow||[[INVENTORY SETTING]]|}} | |||
{{LSL DefineRow||[[INVENTORY SOUND]]|}} | |||
{{LSL DefineRow||[[INVENTORY TEXTURE]]|}} | |||
|functions={{LSL DefineRow||[[llGetInventoryType]]|}} | |functions={{LSL DefineRow||[[llGetInventoryType]]|}} | ||
{{LSL DefineRow||[[llGetInventoryNumber]]|}} | {{LSL DefineRow||[[llGetInventoryNumber]]|}} |
Latest revision as of 10:27, 1 February 2019
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Description
Constant: integer INVENTORY_LANDMARK = 3;The integer constant INVENTORY_LANDMARK has the value 3
Used with Inventory functions and specifies inventory items of LANDMARK type will be retrieved by the function.
Caveats
Related Articles
Constants
Functions
• | llGetInventoryType | |||
• | llGetInventoryNumber | |||
• | llGetInventoryName |
Examples
//Give a landmark to anyone touching this object
default
{
touch_start(integer total_number)
{
// get the UUID of the person touching this object
key user = llDetectedKey(0);
// Give them the first landmark found in the object's contents
llGiveInventory(user, llGetInventoryName(INVENTORY_LANDMARK, 0) );
}
}