llDropFromAvatar()
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CrystalShard Foo
1+1=10
Join date: 6 Feb 2004
Posts: 682
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12-08-2004 11:06
The current llDetachFromAvatar() tool-tip says that an object will DROP from an avatar... but instead, it just goes back into the inventory.
Please create a command that will allow an object to actually DROP from an avatar - this sort of a command will have numerous uses.
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Timeless Prototype
Humble
Join date: 14 Aug 2004
Posts: 216
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12-08-2004 11:08
[[ Stamp Of Approval ]]
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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12-08-2004 11:08
I endorse this, would be usefull, cool to see, and logical.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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12-08-2004 11:58
i second this motion!!!
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 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
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Timeless Prototype
Humble
Join date: 14 Aug 2004
Posts: 216
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12-08-2004 13:15
and if the parcel is "no build", um, how should it behave? eg. Error: cannot rez object on this parcel {too full|can't build here}
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Chibi Chang
Resident Otaku
Join date: 17 May 2003
Posts: 43
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12-08-2004 14:35
You get hit, you drop your munitions for someone else to take. You slip, fall, and drop your coffee. The uses could be limitless, Why don't we have this already? :/
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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12-08-2004 14:45
Actually, this is the way it used to work, two years ago. I think they changed it to the current system because they didn't want to have to go through all the process of answering some of those questions.
We used to use it to plant trees in no-build areas and all kinds of stuff like that.
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CrystalShard Foo
1+1=10
Join date: 6 Feb 2004
Posts: 682
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12-08-2004 15:25
Thanks Catherine, that is very intresting. In such a case, an option would be what Chibi suggested: a function failure + a notice ("cannot rez because the owner chose to not allow this"  . If we use a separate script command for this (llDropFromAvatar), then it will be possible to build failsafes around this command. For example: llDropFromAvatar(); if(llGetAttached() != 0) { llInstantMessage(llGetOwner(),"Could not detach, returning to inventory."); llDetachFromAvatar(); }
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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12-08-2004 22:24
maybe you forgot but in LSL there is no error handling :/
_____________________
 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-09-2004 19:08
True no error handling but CrystalShard's code would still work.
[[Stamp of Approval]]
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
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12-09-2004 19:25
From: Timeless Prototype and if the parcel is "no build", um, how should it behave? eg. Error: cannot rez object on this parcel {too full|can't build here} "ERROR: No build area, returning object to inventory. I would like to see this too, it could have endless possibilities (an example in my fashion. A gun fighting system, get close enough to the attacker and you can kick the weapon from his hands  )
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From: Korg Stygian Between you, Ryen the twerp and Ardith, there's little to change my opinion here.. rather you have reinforced it each in your own ways IM A TWERP, IM A TWERP!  Whats a twerp? 
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