Difference between revisions of "INVENTORY LANDMARK"
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{{LSL DefineRow||[[INVENTORY OBJECT]]|}} | {{LSL DefineRow||[[INVENTORY OBJECT]]|}} | ||
{{LSL DefineRow||[[INVENTORY SCRIPT]]|}} | {{LSL DefineRow||[[INVENTORY SCRIPT]]|}} | ||
{{LSL DefineRow||[[INVENTORY SETTING]]|}} | |||
{{LSL DefineRow||[[INVENTORY SOUND]]|}} | {{LSL DefineRow||[[INVENTORY SOUND]]|}} | ||
{{LSL DefineRow||[[INVENTORY TEXTURE]]|}} | {{LSL DefineRow||[[INVENTORY TEXTURE]]|}} |
Latest revision as of 10:27, 1 February 2019
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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) );
}
}