llUnSit
Revision as of 16:25, 12 March 2014 by Kireji Haiku (talk | contribs)
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Examples
<lsl>// UnSit on Sit, Using a sit target default {
state_entry() { llSitTarget(<0.0, 0.0, 0.1>, ZERO_ROTATION); // Needed for llAvatarOnSitTarget to work. The vectors components must not all be set to 0.0 } changed(integer change) // Triggered when various changes are sensed. { if(change & CHANGED_LINK) // When an agent sits on an object they become a new link. { key user = llAvatarOnSitTarget(); // Store the UUID of any agent sitting on the sit target. if(user) // An avatar is on the sit target. llUnSit(user); // Un-Sit the avatar. } }
}</lsl> <lsl>// UnSit on Sit, NOT using a sit target
default {
changed(integer change) // Triggered when various changes are sensed. { if(change & CHANGED_LINK) // When an agent sits on an object they become a new link. { integer links = 0; // Create an integer type variable. if(llGetObjectPrimCount(llGetKey()) < (links = llGetNumberOfPrims())) // During the check store the number of links. // If the number of prims is fewer than the number of links, the last must be an avatar. llUnSit(llGetLinkKey(links)); // Use the key of the last link to be added (the avatar) to call llUnSit(). else llOwnerSay("Some kind of linking or unlinking has changed me but, I am not being sat on."); // llUnSit() triggers the changed event too (the number of links is reduced by 1). } }
}</lsl> <lsl> unsit_all_avatars() {
integer objectPrimCount = llGetObjectPrimCount(llGetKey()); integer currentLinkNumber = llGetNumberOfPrims();
do llUnSit(llGetLinkKey(currentLinkNumber)); while (objectPrimCount < --currentLinkNumber);
}
default {
touch_start(integer num_detected) { unsit_all_avatars(); }
}
</lsl>