llSetLinkSitFlags

From Second Life Wiki
Revision as of 12:30, 14 March 2024 by Maestro Linden (talk | contribs) (Added note that SIT_FLAG_NO_COLLIDE is applied at sit time only.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Summary

Function: llSetLinkSitFlags( integer link, integer flags );
0.0 Forced Delay
10.0 Energy

Sets flags on the link's sittarget.

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag The link ID
• integer flags Flags to set

Specification

Sets the sit flags for the sit target in the link. Sit flags only apply when a sit target is present in the link.

Flag Description
SIT_FLAG_SIT_TARGET 0x1 Read-only flag to indicate whether the link has a sit target. Use llSitTarget, llLinkSitTarget, or PRIM_SIT_TARGET to disable or enable this flag. Use llGetLinkSitFlags, or llGetLinkPrimitiveParams with PRIM_SIT_FLAGS to read this flag.
SIT_FLAG_ALLOW_UNSIT 0x2 Allow an avatar to manually unsit from a sit target. Only applies to agents who had been seated via an LSL script. See llSitOnLink.
SIT_FLAG_SCRIPTED_ONLY 0x4 Only allow scripted sits on this sit target.
SIT_FLAG_NO_COLLIDE 0x10 Disable the avatar's collision volume when they are seated on this sit target.
SIT_FLAG_NO_DAMAGE 0x20 Do not distribute damage to agents sitting on this sit target.
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

  • SIT_FLAG_NO_COLLIDE is applied at the time of sitting. Updating this flag will not change the collision behavior of an agent that was previously seated on the sit target.

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.
•  llGetLinkNumberOfSides Returns the number of faces of the linked prim.

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 llSetLinkSitFlags( integer link, integer flags );