llDie

From Second Life Wiki
Revision as of 12:18, 28 October 2007 by Ppaatt Lynagh (talk | contribs) (link with llRemoveInventory that deletes just the script, rather than all of the object that the script contains)
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

//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());
    }
}

See Also

Functions

•  llDetachFromAvatar
•  llBreakLink

Articles

•  Attachment

Deep Notes

Search JIRA for related Issues

Signature

function void llDie();