Difference between revisions of "INVENTORY ANIMATION"

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|value=20
|value=20
|desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of ANIMATION type will be retrieved by the function.
|desc=Used with {{LSLGC|Inventory|Inventory}} functions and specifies inventory items of ANIMATION type will be retrieved by the function.
|examples=<lsl>//Gives inventory only to agents with the same active group
|examples=<source lang="lsl2">//Gives inventory only to agents with the same active group as the object the script is in is assigned to
default
default
{
{
     touch_start(integer total_number)
     touch_start(integer total_number)
     {
     {
         integer number = 0;
         // get the UUID of the person touching this object
         do
        key user = llDetectedKey(0);
         {
         // Check that they have the correct group active
            if (llDetectedGroup(number)) //same as llSameGroup(llDetectedKey(number)) (with llSameGroup, detected must be in the sim)
         // User must be in the same region for llSameGroup() to work. (Well, so they should be!)
                llGiveInventory(llDetectedKey(number), llGetInventoryName(INVENTORY_ANIMATION,0));
        if (llSameGroup(user) )
             else
            // Give user the first animation from this object's contents
                llSay(0, "Wrong active group!");
            llGiveInventory(user, llGetInventoryName(INVENTORY_ANIMATION, 0) );
        }while(total_number > ++number);
        else
             // send a warning specifically to this user
            llRegionSayTo(user, 0, "Wrong active group!");
     }
     }
}</lsl>
}</source>
|constants=
|constants=
{{LSL DefineRow||[[INVENTORY_NONE]]|}}
{{LSL DefineRow||[[INVENTORY_NONE]]|}}
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{{LSL DefineRow||[[INVENTORY GESTURE]]|}}
{{LSL DefineRow||[[INVENTORY GESTURE]]|}}
{{LSL DefineRow||[[INVENTORY LANDMARK]]|}}
{{LSL DefineRow||[[INVENTORY LANDMARK]]|}}
{{LSL DefineRow||[[INVENTORY NONE]]|}}
{{LSL DefineRow||[[INVENTORY NOTECARD]]|}}
{{LSL DefineRow||[[INVENTORY NOTECARD]]|}}
{{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 11:25, 1 February 2019

Description

Constant: integer INVENTORY_ANIMATION = 20;

The integer constant INVENTORY_ANIMATION has the value 20

Used with Inventory functions and specifies inventory items of ANIMATION type will be retrieved by the function.

Examples

//Gives inventory only to agents with the same active group as the object the script is in is assigned to
default
{
    touch_start(integer total_number)
    {
        // get the UUID of the person touching this object
        key user = llDetectedKey(0);
        // Check that they have the correct group active
        // User must be in the same region for llSameGroup() to work. (Well, so they should be!)
        if (llSameGroup(user) )
            // Give user the first animation from this object's contents
            llGiveInventory(user, llGetInventoryName(INVENTORY_ANIMATION, 0) );
        else
            // send a warning specifically to this user
            llRegionSayTo(user, 0, "Wrong active group!");
    }
}

Deep Notes

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Signature

integer INVENTORY_ANIMATION = 20;