Difference between revisions of "LlDie"
Jump to navigation
Jump to search
All Issues ~ Search JIRA for related Bugs
m (Fix for alphabetical order in Functions list) |
(link with llRemoveInventory that deletes just the script, rather than all of the object that the script contains) |
||
Line 22: | Line 22: | ||
} | } | ||
}</pre> | }</pre> | ||
|helpers | |helpers= | ||
[[llRemoveInventory]] of [[llGetScriptName]] deletes just the calling script, rather than all of the object that the calling script contains. For instance, you can write a script that chats a little when dragged on to an object from inventory and then politely disappears itself, such as: | |||
<pre> | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
llOwnerSay("llGetRegionTimeDilation()"); | |||
llOwnerSay((string) llGetRegionTimeDilation()); | |||
llRemoveInventory(llGetScriptName()); | |||
} | |||
} | |||
</pre> | |||
|also_functions={{LSL DefineRow||[[llDetachFromAvatar]]|}} | |also_functions={{LSL DefineRow||[[llDetachFromAvatar]]|}} | ||
{{LSL DefineRow||[[llBreakLink]]|}} | {{LSL DefineRow||[[llBreakLink]]|}} |
Revision as of 12:18, 28 October 2007
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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.
If called in any prim in the link set the result will be the deletion of the entire object.
To remove a single prim from an object use llBreakLink first.
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(); } }
Useful Snippets
llRemoveInventory of llGetScriptName deletes just the calling script, rather than all of the object that the calling script contains. For instance, you can write a script that chats a little when dragged on to an object from inventory and then politely disappears itself, such as:
default { state_entry() { llOwnerSay("llGetRegionTimeDilation()"); llOwnerSay((string) llGetRegionTimeDilation()); llRemoveInventory(llGetScriptName()); } }