Difference between revisions of "LlGetAttached"

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(Updated description to match actual behavior seen in sim (we don't want to change the existing behavior for fear of breaking it))
m (Replaced source with syntaxhighlight)
 
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|constants={{LSL_Constants_Attachment}}
|constants={{LSL_Constants_Attachment}}
|examples=
|examples=
<lsl>default
<syntaxhighlight lang="lsl2">default
{
{
     attach(key id)
     attach(key id)
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             llDetachFromAvatar();
             llDetachFromAvatar();
     }
     }
}</lsl>
}</syntaxhighlight>
This snippet will make a prim invisible when attached, but visible when rezzed unattached
This snippet will make a prim invisible when attached, but visible when rezzed unattached
<lsl>
<syntaxhighlight lang="lsl2">
     on_rez(integer p)
     on_rez(integer p)
     {
     {
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         llSetAlpha( !llGetAttached(), ALL_SIDES);
         llSetAlpha( !llGetAttached(), ALL_SIDES);
     }
     }
</lsl>
</syntaxhighlight>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llAttachToAvatar]]}}
|also_functions={{LSL DefineRow||[[llAttachToAvatar]]}}
{{LSL DefineRow||[[llDetachFromAvatar]]}}
{{LSL DefineRow||[[llDetachFromAvatar]]}}
{{LSL DefineRow||[[llGetAttachedList]]}}
{{LSL DefineRow||[[llGetObjectDetails]]|[[OBJECT_ATTACHED_POINT]]}}
{{LSL DefineRow||[[llGetObjectDetails]]|[[OBJECT_ATTACHED_POINT]]}}
|also_events={{LSL DefineRow||[[attach]]}}
|also_events={{LSL DefineRow||[[attach]]}}

Latest revision as of 13:15, 11 September 2024

Summary

Function: integer llGetAttached( );
0.0 Forced Delay
10.0 Energy

Returns the attach_point (an integer) the object is attached to or zero if it is either not attached or is pending detachment.

KBnote.png Note: Constants in italic require a viewer compatible with the Project Bento skeleton.
Body
Constant # Name Comment
ATTACH_HEAD 2 Skull head
ATTACH_NOSE 17 Nose nose
ATTACH_MOUTH 11 Mouth mouth
ATTACH_FACE_TONGUE 52 Tongue tongue
ATTACH_CHIN 12 Chin chin
ATTACH_FACE_JAW 47 Jaw jaw
ATTACH_LEAR 13 Left Ear left ear
ATTACH_REAR 14 Right Ear right ear
ATTACH_FACE_LEAR 48 Alt Left Ear left ear (extended)
ATTACH_FACE_REAR 49 Alt Right Ear right ear (extended)
ATTACH_LEYE 15 Left Eye left eye
ATTACH_REYE 16 Right Eye right eye
ATTACH_FACE_LEYE 50 Alt Left Eye left eye (extended)
ATTACH_FACE_REYE 51 Alt Right Eye right eye (extended)
ATTACH_NECK 39 Neck neck
ATTACH_LSHOULDER 3 Left Shoulder left shoulder
ATTACH_RSHOULDER 4 Right Shoulder right shoulder
ATTACH_LUARM 20 L Upper Arm left upper arm
ATTACH_RUARM 18 R Upper Arm right upper arm
ATTACH_LLARM 21 L Lower Arm left lower arm
ATTACH_RLARM 19 R Lower Arm right lower arm
ATTACH_LHAND 5 Left Hand left hand
ATTACH_RHAND 6 Right Hand right hand
ATTACH_LHAND_RING1 41 Left Ring Finger left ring finger
ATTACH_RHAND_RING1 42 Right Ring Finger right ring finger
ATTACH_LWING 45 Left Wing left wing
ATTACH_RWING 46 Right Wing right wing
ATTACH_CHEST 1 Chest chest/sternum
ATTACH_LEFT_PEC 29 Left Pec left pectoral
ATTACH_RIGHT_PEC 30 Right Pec right pectoral
ATTACH_BELLY 28 Stomach belly/stomach/tummy
ATTACH_BACK 9 Spine back
ATTACH_TAIL_BASE 43 Tail Base tail base
ATTACH_TAIL_TIP 44 Tail Tip tail tip
ATTACH_AVATAR_CENTER 40 Avatar Center avatar center/root
ATTACH_PELVIS 10 Pelvis pelvis
ATTACH_GROIN 53 Groin groin
ATTACH_LHIP 25 Left Hip left hip
ATTACH_RHIP 22 Right Hip right hip
ATTACH_LULEG 26 L Upper Leg left upper leg
ATTACH_RULEG 23 R Upper Leg right upper leg
ATTACH_RLLEG 24 R Lower Leg right lower leg
ATTACH_LLLEG 27 L Lower Leg left lower leg
ATTACH_LFOOT 7 Left Foot left foot
ATTACH_RFOOT 8 Right Foot right foot
ATTACH_HIND_LFOOT 54 Left Hind Foot left hind foot
ATTACH_HIND_RFOOT 55 Right Hind Foot right hind foot
HUD
Constant Comment
ATTACH_HUD_CENTER_2 31 HUD Center 2
ATTACH_HUD_TOP_RIGHT 32 HUD Top Right
ATTACH_HUD_TOP_CENTER 33 HUD Top
ATTACH_HUD_TOP_LEFT 34 HUD Top Left
ATTACH_HUD_CENTER_1 35 HUD Center
ATTACH_HUD_BOTTOM_LEFT 36 HUD Bottom Left
ATTACH_HUD_BOTTOM 37 HUD Bottom
ATTACH_HUD_BOTTOM_RIGHT 38 HUD Bottom Right

Examples

default
{
    attach(key id)
    {
        if(id)//it's attached
        {
            if(llGetAttached() != ATTACH_LHAND)
            {
                llOwnerSay("Please attach me only to the left hand");
                llRequestPermissions(id, PERMISSION_ATTACH);
            }
        }
    }
    run_time_permissions(integer a)
    {
        if(a & PERMISSION_ATTACH)
            llDetachFromAvatar();
    }
}

This snippet will make a prim invisible when attached, but visible when rezzed unattached

    on_rez(integer p)
    {
        // !llGetAttached() has the value 0 when attached, and 1 when unattached
        llSetAlpha( !llGetAttached(), ALL_SIDES);
    }

See Also

Deep Notes

Signature

function integer llGetAttached();