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Object Unlink itself ONLY

Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-01-2009 04:38
How can I make an object unlink it's self, and leave the other links intact?
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-01-2009 05:10
You're going to have to be clearer.

An "object" is something that can appear in your inventory that you can drag into the world to rez. It consists of one or more primitives ("prims";) that are linked together (if there's more than one).

An object has exactly one root prim, which is special. It's the last one selected when linking.

Please restate your question using the terms "object", "prim", and "root prim".

Perhaps you mean "How can I have a prim unlink itself from an object?"

Perhaps you mean "How can I have the root prim of an object unlink itself, leaving the rest of the prims linked?"

Are you using llBreakLink()? llBreakAllLinks() would have the problem I suspect you have, but llBreakLink() shouldn't.
Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-01-2009 05:47
Ok.

I have a single prim object that rezzes other single prim object and links them to itself.

I need one of the single prim objects that has been rezzed and linked. To remove itself from the link set.

The problem is:

llBreakLink( integer linknum );

How do I know the link number of it?
Cheree Bury
ChereeMotion Owner
Join date: 6 Jun 2007
Posts: 666
12-01-2009 05:48
Do this:

Get the object into Edit mode.

Press Ctrl-Shift-L (to unlink all the prims.)

Then without clicking on anything else (leaving all the prims selected), hold down the Ctrl button and left-click the prim you want to unlink (it should become unselected.)

Press Ctrl-L (to relink all the remaining prims.)

Note that if you deselected the root prim, some other random prim will now be your root.



Edit - I just realized you want to do this in a script. So this won't apply.
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Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-01-2009 06:46
lol xD
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
12-01-2009 07:14
From: Nyx Alsop
How do I know the link number of it?

You need to either have a script in that prim that tells the unlink script it's number, probably using llLinkMessage, or you need to give that prim a well-known name and have the unlink script look at all the prim names until it finds one with that name..
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
12-01-2009 08:44
Call llGetLinkNumber() in the prim you want to unlink and send an LM, or have it unlink itself. (The latter requires asking permission again, though.)

Either that, or look for a substring in the prim name or description.

What makes this prim different that it needs to unlink? Not "why are you doing this," but "how do you figure out which prim to unlink, regardless of its link number?"
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-01-2009 17:00
From: Lear Cale
Call llGetLinkNumber() in the prim you want to unlink and send an LM, or have it unlink itself. (The latter requires asking permission again, though.)

that statement is very confusing to new scripters (hell it confused me for a second), since LM = LandMark to most of secondlife residents... not LinkedMessage...
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
12-02-2009 08:40
From: Void Singer
that statement is very confusing to new scripters (hell it confused me for a second), since LM = LandMark to most of secondlife residents... not LinkedMessage...

...there's a shortcut here too, since the message_linked (or is it link_message? always mix those up) callback includes which link number the call is coming from.
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