|
Andreas DeVaux
Registered User
Join date: 9 Aug 2006
Posts: 1
|
12-21-2006 17:02
I have an object using a script that follows me around but when I teleport it stays where it is then IMs me to say I forgot it then dies. However I want to use this on a no copy object, how can I get it to return to my(or the owners) inventory instead of dying? This is the bit of the code that senses where I am in relation to it: no_sensor() { count += 1; if(count > 150) { repeat += 1; string name = llKey2Name(llGetOwner()); string pos = (string)llGetPos(); string simName=llGetRegionName(); if(repeat < 2) { llInstantMessage(llGetOwner(),name + ", I am lost at:" + simName + pos + "."); } else { llInstantMessage(llGetOwner(),name + ", Bye !"); llSleep(10.0); llDie(); } count=0; } }
|
|
Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
|
12-21-2006 17:37
As far as I know an object cannot directly return itself to your inventory. The only way I can think of coming close to this, is to have the object attach itself to you (requiring a permission dialog), and then once attached, detach itself. Sadly I know of no automatic way to get a warning before you teleport, so you have to warn it... in which case you might as well "take" the object, and not bother with this. default { touch_start(integer num) { while (--num >= 0) if (llDetectedKey(num) == llGetOwner()) llRequestPermissions(llGetOwner(), PERMISSION_ATTACH); } run_time_permissions(integer perm) { if (perm & PERMISSION_ATTACH) llAttachToAvatar(ATTACH_RHAND); }
attach(key id) { if (llGetAttached()) llDetachFromAvatar(); } } Of course if the non-copyable object was an attachment in the first place, it would teleport with you.
|
|
Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
|
12-21-2006 17:53
Well, you can make an object go off world... but there's a chance you might not get it back. So I'm not sure I would recommend that.
|