llAttachToAvatar
void llAttachToAvatar(integer AttachmentPoint)Attach to avatar at point AttachmentPoint.
Requires the PERMISSION_ATTACH runtime permission.
Parameters
-
AttachmentPoint(integer)
//-- rez object on ground, drop in this script, it will request permissions to attach,//-- and then attach to the left hand if permission is granted. if permission is denied,//-- then the script complains.default{ state_entry() { llRequestPermissions( llGetOwner(), PERMISSION_ATTACH ); }
run_time_permissions( integer vBitPermissions ) { if ( vBitPermissions & PERMISSION_ATTACH ) llAttachToAvatar( ATTACH_LHAND ); else llOwnerSay( "Permission to attach denied" ); }
on_rez(integer rez) { if (!llGetAttached() ) //reset the script if it's not attached. llResetScript(); }
attach(key id) { // The attach event is called on both attach and detach, but 'id' is only valid on attach if (id) llOwnerSay( "The object is attached to " + llKey2Name(id) ); else llOwnerSay( "The object is not attached"); }}Caveats
Section titled “Caveats”- Attach points can be occupied by multiple attachments. This was not always the case; previously if an attach point was occupied, the existing object was detached and the new attachment took its place.
- Objects attached to the head (and any attachment position within the head) will not be visible in First Person view (Mouselook) if “show attachments in mouselook” is disabled.
- If the attach point is zero but the object was never previously attached, it defaults to the right hand (ATTACH_RHAND).
- If the object is already attached, the function fails silently, regardless of whether the attach point is different from its current attach point.
- If the attach point is zero, the object attaches to the attach point it was most recently attached to.
- The attach event fires on both attachment and detachment; the avatar key is only valid during attachment.
See Also
Section titled “See Also”- [llAttachToAvatarTemp] - Attach an object to any avatar but only temporarily
- [llDetachFromAvatar] - Detaches the object from the avatar
- [llGetAttached] - Gets the attach point number that the object is attached to
- [attach] - Event fired when an object is attached or detached