PRIM LINK TARGET

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Revision as of 14:20, 9 January 2012 by Strife Onizuka (talk | contribs)
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Description

Constant: integer PRIM_LINK_TARGET = 34;

The integer constant PRIM_LINK_TARGET has the value 34

PRIM_LINK_TARGET is used to get or set multiple links with a single PrimParameters call.

llSetPrimitiveParams

llSetPrimitiveParams([ PRIM_LINK_TARGET, integer link_num ]);
• integer link_num Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag

The same syntax applies to llSetLinkPrimitiveParams and llSetLinkPrimitiveParamsFast but with an additional prefixed link parameter in the function call.

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_LINK_TARGET ]);

Returns the list [ integer link_num ]

• integer link_num Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag

The same syntax applies to llGetLinkPrimitiveParams, but with an additional prefixed link parameter in the function call.

Caveats

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Related Articles

Constants

Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
Flag Description
LINK_THIS -4 refers to the prim the script is in

Functions

•  llSetLinkPrimitiveParams
•  llSetLinkPrimitiveParamsFast
•  llGetLinkPrimitiveParams
•  llSetPrimitiveParams
•  llGetPrimitiveParams
•  llGetLinkNumber Returns the link number of the prim the script is in.

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

Deep Notes

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Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

integer PRIM_LINK_TARGET = 34;