llDie

From Second Life Wiki
Revision as of 08:11, 23 September 2012 by Kireji Haiku (talk | contribs)
Jump to navigation Jump to search

Summary

Function: llDie( );

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.
All Issues ~ Search JIRA for related Bugs

Examples

<lsl> // WARNING: // This permanently deletes your whole object (root prim and all linked prims). // The deleted object WILL NOT appear in your lost-and-found folder. // The deleted object WILL NOT appear in your trash folder. // It will be gone, lost forever.


//Counts down from 5 to 1, then dies default {

   state_entry()
   {
       integer index = 5;
       while (index)
       {
           // wait a sec
           llSleep(1.0);
           // PUBLIC_CHANNEL has the integer value 0
           llSay(PUBLIC_CHANNEL, (string)index);
           --index;
       }
       llDie();
   }

}

</lsl>

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: <lsl> // http://wiki.secondlife.com/wiki/llDie default {

   state_entry()
   {
       llOwnerSay("llGetRegionTimeDilation()");
       llOwnerSay((string) llGetRegionTimeDilation());
       llRemoveInventory(llGetScriptName());
   }

} </lsl>

See Also

Functions

•  llDetachFromAvatar
•  llBreakLink

Articles

•  Attachment

Deep Notes

All Issues

~ Search JIRA for related Issues
   llDie() function does not immediately stop a script

Signature

function void llDie();