Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Inventory drop question

Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
12-05-2006 17:54
Is there any way to tell who dropped the object into my object's inventory? I'm assuming I become the owner of that object once it's dropped into my object?
Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
12-05-2006 18:39
I havent written any code around this, but you should look at LlGetInventoryCreator() http://rpgstats.com/wiki/index.php?title=LlGetInventoryCreator

Look around the LSL wiki under Inventory for various functions that might work towards your goal.

Geuis
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
12-05-2006 19:03
This is to attempt a product update function, where the customer could come drop the old version in, and get a new version. I'll be the creator of the old version, so that won't help.
Lazink Maeterlinck
Registered User
Join date: 8 Nov 2005
Posts: 332
12-05-2006 20:36
It's not full proof, but you could sensor it. and give to the first detected avatar. As you can tell there is the possibility that you'll sense someone who didn't drop the item.
ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
12-06-2006 04:41
I would think it would involve http://rpgstats.com/wiki/index.php?title=Changed

Perhaps you could have two linked prims, one empty to accept the old item, then on changed see what the dropped item title was, then send a link message to the other prim to offer a new updated item to whoever touched it next within a timed window.

You could use llSetText or whisper to tell the user what to do.

hth

Ed

ps, can't tell you how pumped I am about offering a suggestion to Ziggy Puff!
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
12-06-2006 08:29
Yes, I considered that... the person touches the object to start a 'transaction', then he drops the inventory within a time window, I could turn AllowedDrop on and off based on touch/drop/timeout to minimize the chance that someone who hasn't touched it first puts something in there.

But, that's not foolproof, and so it probably won't work for what I was thinking of. This is for a store, and there are likely to be multiple people around.

I also thought of having them rez the old object in world, I could sense that and check name/owner/creator and verify its legit. But then there's no way to ensure that they've deleted it, is there. No, I did not script a hidden "kill yourself" function into the old version :)

I considered sticking a script pin into the object for tackling such things in the future, but they're sold no-mod, so that's no good either.

From: someone
ps, can't tell you how pumped I am about offering a suggestion to Ziggy Puff!


LOL!!!
Logan Park
Registered User
Join date: 23 Sep 2006
Posts: 10
12-06-2006 09:02
Ziggy: what's the context here? The items are transfer/no copy, so allowing them multiple copies (as in, they don't bother trading in the deprecated item but still get the new one) is a bad idea?
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
12-06-2006 09:44
Yes, they are transfer/no copy, and the old ones will still be functional. Also, people sometimes buy multiple copies of the same item to later give out as gifts. Both of those mean I can't do this with "OK, you have one, so I'll give you another one".