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 Post subject: Detecting Prim Events
PostPosted: Wed Jul 29, 2009 4:16 am 
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Joined: Sat Feb 02, 2008 5:27 pm
Posts: 843
with this snipet of code you can see how you can detect prim change events.. lots of fun. enjoy :ugeek:
{L_CODE}:
default
{
    changed(integer change)
    {
        //note that it's & and not &&... it's bitwise!
        if (change & CHANGED_INVENTORY)         
        {
            llOwnerSay("The inventory has changed.");
        }
        if (change & CHANGED_COLOR)
        {
            llOwnerSay("The color or alpha changed.");
        }
        if (change & CHANGED_SHAPE)
        {
            llOwnerSay("The prims shape has changed.");
        }
        if (change & CHANGED_SCALE)
        {
            llOwnerSay("The prims size has changed.");
        }
        if (change & CHANGED_TEXTURE)
        {
            llOwnerSay("The prims texture or texture attributes have changed.");
        }
        if (change & CHANGED_LINK)
        {
            llOwnerSay("The number of links have changed.");
        }
        if (change & CHANGED_ALLOWED_DROP)
        {
            llOwnerSay("The inventory has changed as a result of a user without mod permissions "+
                       "dropping an item on the prim and it being allowed by the script.");
        }
        if (change & CHANGED_OWNER)
        {
            llOwnerSay("The owner of the object has changed.");
        }
        if (change & CHANGED_REGION)
        {
            llOwnerSay("The region the object is in has changed.");
        }
        if (change & CHANGED_TELEPORT)
        {
            llOwnerSay("The object has been teleported while attached.");
        }
    }
}



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 Post subject: Re: Detecting Prim Events
PostPosted: Wed Jul 29, 2009 12:48 pm 
OSG Elite
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Joined: Thu Dec 11, 2008 7:51 am
Posts: 392
Location: England UK
Thats very useful, thanks Neb :)

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