LlRequestInventoryData

De DigiWiki.

//-- Open map for owner to 1st landmark in object inventory on touch
//-- *MUST* be in an attached object (llMapDestination Requirement for non-touch use)
key vgKeyOwner;
 
default
{
  touch_start( integer vIntNull )
  {
    if (llDetectedKey( 0 ) == vgKeyOwner)
    {
      integer vIntLMcount = llGetInventoryNumber( INVENTORY_LANDMARK );
       //-- make sure we have a landmark in invetory
      if (vIntLMcount)
      {
        llRequestInventoryData( llGetInventoryName( INVENTORY_LANDMARK, 0 ) );
      }
    }
  }
 
  dataserver( key vKeyNull, string vStrData )
  {
     //-- because we don't know who touched us in this event, this
     //-- only works for the owner when called from the dataserver
    llMapDestination( llGetRegionName(), (vector)vStrData, ZERO_VECTOR );
  }
 
  on_rez( integer vIntNull )
  {
    llResetScript();
  }
 
  state_entry()
  {
    vgKeyOwner = llGetOwner();
  }
}
//An easily-configurable teleporter that sets its destination by getting it from a landmark in the prim's inventory
//Note: this teleporter is subject to the 300m distance limit for llSitTarget
//by Ilse Mannonen
 
//on state entry, request inventory data and set text for first landmark found in inventory.  
//If none, complain
//on getting data, set sit target
//on change in inventory, reset script
//on sit, TP the person and unsit
 
//Thanks to Pol Tabla, who wrote the simple sit-teleport script I have adapted here
 
key requestid;
 
default
{
    state_entry()
    {
        //complain if there are no landmarks
        if (llGetInventoryNumber(INVENTORY_LANDMARK) == 0)
        {
            llSay(0, "There are no landmarks in me.  You need to put a landmark in me for me to work.");
        }
        else
        {
            //set floating text according to the LM name
            llSetText("Teleport to " + llGetInventoryName(INVENTORY_LANDMARK, 0), <1.0, 1.0, 1.0>, 1.0);
            //request the LM data
            requestid = llRequestInventoryData(llGetInventoryName(INVENTORY_LANDMARK, 0));
        }
    }
 
    dataserver(key id, string data)
    {
        if (id == requestid)
        {
            //data will be in vector format
            rotation rot = ZERO_ROTATION / llGetRot();
            vector dest = (vector)data;
            vector offset = (dest - llGetPos()) * rot;
            llSitTarget(offset, rot);
        }
    }
 
    changed(integer change)
    {
        if (change & CHANGED_LINK) 
        { // and it was a link change
            llSleep(0.5); // llUnSit works better with this delay
            key user = llAvatarOnSitTarget();
            if (user) { // somebody is sitting on me
                llUnSit(user); // unsit him
            }
        }
        //when doing "ifs" on bitwise things, it's best to do them separate instead of using else..if,
        //in case you hit the one in a billion chance when the inventory and link changes are reported in the same event.
        if (change & CHANGED_INVENTORY)
        {
            //reset on inventory change, so people don't have to manually reset when they add a new LM
            llResetScript();
        }
    }
 
    on_rez(integer param)
    {
        llResetScript();
    }
}
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