Difference between revisions of "LlSetLinkAlpha"

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{{LSL_Function/face|face|}}{{LSL_Function/link|linknumber|}}{{LSL_Function
{{LSL_Function/face|face|}}{{LSL Function/negative_index|false|linknumber}}{{LSL_Function/link|linknumber|}}{{LSL_Function
|func_id=274|func_sleep=0.0|func_energy=10.0
|func_id=274|func_sleep=0.0|func_energy=10.0
|func=llSetLinkAlpha
|func=llSetLinkAlpha

Revision as of 22:02, 28 February 2007

Summary

Function: llSetLinkAlpha( integer linknumber, float alpha, integer face );
0.0 Forced Delay
10.0 Energy

If a prim exists in the link chain at linknumber, set face to alpha

• integer linknumber Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• float alpha between 0.0 (clear) and 1.0 (solid) (0.0 <= alpha <= 1.0)
• integer face face number or ALL_SIDES

If face is ALL_SIDES then the function works on all sides. linknumber does not support negative indexes.

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

  • The function silently fails if its face value indicates a face that does not exist.
  • If linknumber is out of bounds the script continues to execute without an error message.

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.

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.
•  llSetLinkColor
•  llSetLinkTexture
•  llSetLinkPrimitiveParams

Deep Notes

Footnotes

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

Signature

function void llSetLinkAlpha( integer linknumber, float alpha, integer face );