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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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03-31-2004 12:15
llReturnToInventory(key item) - return item to inventory
Permissions would be needed if key was not as same as task. If owner of script/task is same as owner of land, then no permissions necessary.
The current llDie() function just deletes the object, but sometimes you want to just return it to the owner and not delete it.
Edit: clarify
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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03-31-2004 12:28
Seems simple and straightforward enough. I endorse this idea =D
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Taun Patel
Geothermal Madman
Join date: 5 Mar 2004
Posts: 222
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03-31-2004 12:42
hehe... I vote to call it llSendItPackin() ! And have it IM the owner "next time finders keepers!" --- OOOOH how bout a llFindersKeepers() function!? If someone leaves ... say ... an SR-71 Blackbird on your property you can llFindersKeepers() it and it's yours!  TP
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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03-31-2004 18:19
I endorse this idea/feature. Personaly llReturnToInventory is more straight forward, sorry Taun.  I also wouldn't mind llFindersKeepers, you could then make cars like in GTA, where you can steal someones car.  If someone buys a 500$ vehicle though and it doesn't warn them about llFindersKeepers... they could easily lose it. That would suck. but DEFINITLY llReturnToInventory!
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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03-31-2004 18:49
fantastic
llReturnToInventory(llGetKey()) - return me llReturnToInventory(llDetectedKey(i)) - return someone else's toy to them if it's over my land
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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03-31-2004 19:31
From: someone Originally posted by Huns Valen fantastic
llReturnToInventory(llGetKey()) - return me llReturnToInventory(llDetectedKey(i)) - return someone else's toy to them if it's over my land Yes. 
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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04-17-2004 17:50
llReturnObject(key id)
- Returns object with UUID id if it is owned by the agent who is the owner of the script executing this instruction, or if the object is present over script owner's land.
Presumably this would probably only work when the script is running in the same sim as the object being returned.
This idea defintiely needs implementing.
This would make land rentals a lot more viable. We could then script an object that tenants can use to return objects that are present in their subdivision of the parcel.
Example: - create an object that is owned by the landowner, but the tenant can move around by issuing commands - accept a command from the tenant to run a sensor sweep and then determine what object to return - check the object is something the tenant should have the right to return (ie not let tenant return landowner's walls for example), and then issue llReturnObject()
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
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Yes. WANT! NEED!
08-31-2004 20:11
Yes, I definitely, definitely, D E F I N I T E L Y could use this function. Actually, I thought this function DID exist until today (probably from reading this thread) - I was working on my pet script, which makes said pet follow me, dance, ect, blah blah... Anyways, I want to make it so that if people who buy this object get it caught or stuck anywhere, and it no longer senses it's owner to follow, it begins counting and eventually returns itself to it's owner's inventory... I'm trying to be a responsible coder and make an item I'm selling go back to it's owner's inventory unstead of sitting there lost, taking up prims on someone else's land, to later HOPEFULLY be returned, or <gulp> deleted. ...and, unfortunately, since there is no llReturnObject, the only way I can ensure paying customers don't lose their pet it to make the object copy/no transfer?!? (which, means they'll just lose it again and junk up the world with them more) ...oh, wait... or annoy the hell out of the owner by IM'ing them it's position until they go back within sensor range? 
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