Difference between revisions of "LlGetLinkKey"

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Drag on to linked and unlinked prims, with avatars sitting or not, to see how llGetLinkKey relates to llGetKey, llGetLinkNumber, etc.
Drag on to linked and unlinked prims, with avatars sitting or not, to see how llGetLinkKey relates to llGetKey, llGetLinkNumber, llGetNumberOfPrims, etc.
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// Return the name of a link num else the empty string.
// Return the name of a link num else the empty string.
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|also_functions={{LSL DefineRow||[[llGetKey]]|}}
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{{LSL DefineRow||[[llGetLinkName]]|}}
{{LSL DefineRow||[[llGetLinkName]]|}}
{{LSL DefineRow||[[llGetLinkNumber]]|}}
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|also_events

Revision as of 03:14, 2 October 2007

Summary

Function: key llGetLinkKey( integer linknum );
0.0 Forced Delay
10.0 Energy

Returns a key which is the key of the prim that is link number linknum in the current link set.

• integer linknum Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in

Caveats

  • Given the bug below, the only LINK_* constant that it makes sense to pass to this function is LINK_ROOT.

Examples

Drag on to linked and unlinked prims, with avatars sitting or not, to see how llGetLinkKey relates to llGetKey, llGetLinkNumber, llGetNumberOfPrims, etc.

// Return the name of a link num else the empty string.

string getLinkNumName(integer link)
{
    if (LINK_THIS == link) return "LINK_THIS";
    if (LINK_ALL_CHILDREN == link) return "LINK_ALL_CHILDREN";
    if (LINK_ALL_OTHERS == link) return "LINK_ALL_OTHERS";
    if (LINK_SET == link) return "LINK_SET";
    if (LINK_ROOT == link) return "LINK_ROOT";
    return "";
}

// Say the key of each linked prim.

default
{
    state_entry()
    {
        integer theLink = llGetLinkNumber();
        
        key theLinkKey = llGetKey();
        key owner = llGetOwner();
        key creator = llGetCreator();
        
        // Visit each link num.
        
        integer link;
        integer primmed = llGetNumberOfPrims();
        for (link = -5; link <= (primmed + 5); ++link)
        {
            key linkKey = llGetLinkKey(link);
            
            // Detail the key at the link num.
            
            string line = (string) linkKey; // large constant width
            
            if (linkKey == owner) line += " llGetOwner";
            if (linkKey == creator) line += " llGetCreator";
            if (linkKey == theLinkKey) line += " llGetKey";
            
            // Detail the link num.
            
            line += " @ " + (string) link;
            line += " " + getLinkNumName(link);
            if (link == theLink) line += " llGetLinkNumber";
            if (link == primmed) line += " llGetNumberOfPrims";
            
            // Say the detail if fun.
            
            if (linkKey != NULL_KEY)
            {
                llOwnerSay(line);
            }
        }
        
        // Always count the linked prims.
        
        llOwnerSay((string) primmed + " llGetNumberOfPrims");
        llOwnerSay("OK");
    }
}

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.

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.
}
See llGetNumberOfPrims for more about counting prims and avatars.

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.
•  llGetKey
•  llGetLinkName

Deep Notes

History

Bugs

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

function key llGetLinkKey( integer linknum );