llSetLinkTexture
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Summary
Function: llSetLinkTexture( integer linknumber, string texture, integer face );0.2 | Forced Delay |
10.0 | Energy |
If a prim exists in the link set at linknumber, set texture on face of that prim.
• integer | linknumber | – | Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
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• string | texture | – | a texture in the inventory of the prim this script is in or a UUID of a texture | |
• integer | face | – | face number or ALL_SIDES |
If face is ALL_SIDES then the function works on all sides.
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Caveats
- This function causes the script to sleep for 0.2 seconds.
- If texture is missing from the prim's inventory or not full permissions and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
- If texture is a UUID then there are no new asset permissions consequences for the object.
- The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
- The function silently fails if its face value indicates a face that does not exist.
Examples
Cover a link set in the texture "bark" (from the library) <lsl> default {
touch_start(integer detected) { llSetLinkTexture(LINK_SET, "66bf4030-04f9-a808-43ab-b48b6aeb6456", ALL_SIDES); }
}
</lsl>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. | |
• | llSetLinkAlpha | |||
• | llSetLinkColor | |||
• | llSetLinkPrimitiveParams |