Difference between revisions of "LlSetLinkSitFlags"
(Clarify that llSetLinkSitFlags does not fail when there is no sit target present, but that various sit flags simply are not applied in that case (but will be applied if a sit target is added later on)) |
(Added note that SIT_FLAG_NO_COLLIDE is applied at sit time only.) |
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{{LSL Constants/SitFlags}} | {{LSL Constants/SitFlags}} | ||
|caveats= | |caveats= | ||
* [[SIT_FLAG_NO_COLLIDE]] is applied at the time of sitting. Updating this flag will not change the collision behavior of an agent that was previously seated on the sit target. | |||
|examples | |examples | ||
|helpers | |helpers |
Latest revision as of 12:30, 14 March 2024
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Specification
Sets the sit flags for the sit target in the link. Sit flags only apply when a sit target is present in the link.
Flag | Description | |
---|---|---|
SIT_FLAG_SIT_TARGET | 0x1 | Read-only flag to indicate whether the link has a sit target. Use llSitTarget, llLinkSitTarget, or PRIM_SIT_TARGET to disable or enable this flag. Use llGetLinkSitFlags, or llGetLinkPrimitiveParams with PRIM_SIT_FLAGS to read this flag. |
SIT_FLAG_ALLOW_UNSIT | 0x2 | Allow an avatar to manually unsit from a sit target. Only applies to agents who had been seated via an LSL script. See llSitOnLink. |
SIT_FLAG_SCRIPTED_ONLY | 0x4 | Only allow scripted sits on this sit target. |
SIT_FLAG_NO_COLLIDE | 0x10 | Disable the avatar's collision volume when they are seated on this sit target. |
SIT_FLAG_NO_DAMAGE | 0x20 | Do not distribute damage to agents sitting on this sit target. |
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Caveats
- SIT_FLAG_NO_COLLIDE is applied at the time of sitting. Updating this flag will not change the collision behavior of an agent that was previously seated on the sit target.
Examples
Notes
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.
llGetNumberOfPrims()
- Returns the number of prims and seated avatars.llGetObjectPrimCount(llGetKey())
- Returns only the number of prims in the object but will return zero for attachments.
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.
}
Errata
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
Functions
• | llGetLinkNumber | – | Returns the link number of the prim the script is in. | |
• | llGetLinkNumberOfSides | – | Returns the number of faces of the linked prim. |