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llDetachFromAvatar
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**##llDetachFromAvatar()##** Detaches the scripted object from the avatar it's attached to. Requires ##PERMISSION_ATTACH## (via ##[[llRequestPermissions]]##). After detaching, the ##[[attach]]()## event hander is called with the value ##[[NULL_KEY]]##. Calling this function from a child-prim will fail silently. Clicking on an object in-world that calls ##[[llAttachToAvatar]]## moves that object into your inventory (also highlights it and labels it 'worn'). You can see it there as soon as it's attached. Calling this function will leave the item in your inventory. This can make for a novel version of 'take' that only relies on the left mouse button and provides a confirmation dialog via the [[ScriptPermissions permissions]] request. **Q:** ''Is there a way to //delete// an attachment instead of just detaching it?'' **A:** ''Not directly. ##[[llDie]]## is the function used to delete objects, but it doesn't work on attachments.'' ''Instead of simply calling ##llDetachFromAvatar## on its own, your best option is to switch [[state states]] to a "dead" state -- one where the ##[[attach]]()## event handler calls ##llDetachFromAvatar##, causing the attachment to automatically detach, (with ##PERMISSION_ATTACH## granted, of course) and where ##[[on_rez]]()## contains ##llDie##. This will cause the object to be deleted, should it be rezzed on the ground. You can also stick ##[[llSetObjectName]]## in the "dead" state's ##[[state_entry]]()##. This would rename it to something like "Expired Attachment - Delete Me", indicating to the inventory's owner that they're free to get rid of it. ---- **[[Functions]]** | [[AgentAndAvatar Agent and Avatar]] | [[Attachment]] | [[Constants]]
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