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Force inventory drop to root prim?

Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
06-26-2009 05:09
Hi, I'm working on a gadget I want people to drop things in, but I want to make sure the inventory goes to the root prim and not any of the child prims. Is there any way to do that? Thanks!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
06-26-2009 07:42
all items should go to the root if it's the one that calls the allow drop function (except textures), alternatively you can call it from a child prim and then only that child prim will allow inventory drops. (at which point you can move anything dropped to the root if you prefer.)
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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
06-26-2009 11:59
Curiously enough, this doesn't seem to work with textures, though. Any ideas how to force them to go into the root prim? Thanks!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
06-26-2009 15:50
just the above work around using a child... the alternative is to have a script in EVERY prim and use those to shift inventory around, which is a realy Really REALLY bad way to go about it.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
06-27-2009 01:22
Make a single prim that says "DROP INVENTORY HERE"
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
06-27-2009 04:45
well I thought of a a half-assed way to do it... make the root prim su that that it's transparent and all other child prims are within in it... for that matter, the same could work for a single child.
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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
06-28-2009 09:59
That last one would be neat if it worked... unfortunately, the drop doesn't go to the invisible prim, but to the visible one below.

I'm going with Winter's solution for the time being, in hopes that people will actually read the instruction. :)