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 Post subject: Give All Contents
PostPosted: Tue Sep 09, 2008 2:30 am 
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Joined: Sat Feb 02, 2008 5:27 pm
Posts: 843
// Copyright 2004, Trimming Hedges.  Released to the public domain.

// This is a simple script that gives everything in a box to the person who clicked. 
// By default, it will only give items to the owner of the box.

// I wrote this because of all the texture bundles that are given out.  It's really a PAIN
// to move a lot of textures or other contents out of a box.  This speeds that up.

// This is NOT a vending script.  You can use this script to give everything in a box to someone, by changing 'owneronly' to be 0.  BUT:
//  I suggest not using this script in an area where several people are going to touch it at once, because giving inventory is slow.
//  Version 2.0 of this script now detects multiple simultaneous touches: it is still slow, but it should work better at classes or events.

//  THIS IS NOT A VENDING SCRIPT.  It gives items away, it does NOT SELL THEM.  (You don't need a script for most vending anyway.)
//  This script doesn't give itself away.  If you want it to, put it in the box, and set it to not running.
//  Then rename a copy and put that in the box too.  The renamed copy should be the running one. 
//  Rename it FIRST, I had weird issues with renaming it when it was already in
//  the box. (version 1.2.12 of SL.)

integer owneronly = 0;
key owner;

        owner = llGetOwner();       

    touch_start(integer total_number)
        integer i;
        for (i=0;i<total_number;i++)
            key target = llDetectedKey(i);
            if ( (target != owner) && (owneronly == 1) )  // person clicking isn't owner and owneronly is set;
                llInstantMessage(target,"Sorry, only the owner is allowed to get my contents.");
            integer inventory_count = llGetListLength(inventory_types);
            integer j;
            integer k;
            integer type;
            integer typecount;
            string myname = llGetScriptName();
            string objectname;

            for (j=0; j<inventory_count;j++)
                type = llList2Integer(inventory_types,j); // get the next inventory type from the list
                typecount = llGetInventoryNumber(type);  // how many of that kind of inventory is in the box?
                if (typecount > 0)
                    for (k=0; k<typecount;k++)
                        objectname = llGetInventoryName(type,k);
                        if (objectname != myname)  // don't give self out so the user doesn't get fifty thousand copies.

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