Difference between revisions of "LlDie"
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(Added example) |
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Line 11: | Line 11: | ||
**To detach an object from the avatar call [[llDetachFromAvatar]] | **To detach an object from the avatar call [[llDetachFromAvatar]] | ||
|constants | |constants | ||
|examples | |examples=<pre>//Counts down from 5 to 1, then dies | ||
default | |||
{ | |||
state_entry() | |||
{ | |||
integer olf; | |||
for(olf=5;olf>0;olf--) | |||
llSay(0, (string)olf); | |||
llDie(); | |||
} | |||
}</pre> | |||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llDetachFromAvatar]]|}} | |also_functions={{LSL DefineRow||[[llDetachFromAvatar]]|}} |
Revision as of 03:19, 9 March 2007
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Summary
Function: llDie( );41 | Function ID |
0.0 | Forced Delay |
0.0 | Energy |
Deletes the object. The object does not go to the owners Inventory:Trash.
This function can be called from any prim in the link set and will result in the entire object being deleted.
Caveats
- After this function is called there is no way to undo the deletion of the object.
- Has no effect if called from within an attachment; there is no way to delete an attachment.
- To detach an object from the avatar call llDetachFromAvatar
Examples
//Counts down from 5 to 1, then dies default { state_entry() { integer olf; for(olf=5;olf>0;olf--) llSay(0, (string)olf); llDie(); } }