llAttachToAvatarTemp
llAttachToAvatarTemp(integer attach_point// ATTACH_* constant or integer value representing the target attachment point. Values: AttachPoint
);- Energy
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- Permission
PERMISSION_ATTACH
Follows the same convention as llAttachToAvatar, with the exception that the object will not create new inventory for the user, and will disappear on detach or disconnect. Also, this function can be used on avatars other than the owner (if granted permission) in which case the ownership is changed to the new wearer.
It should be noted that when an object is attached temporarily, a user cannot ‘take’ or ‘drop’ the object that is attached to them.
The user does not have to be the owner of the object in advance; this function transfers ownership automatically (the usual permissions required to transfer objects apply).
If attach_point is zero, then the object attaches to the attach point it was most recently attached to.
llAttachToAvatarTemp(0);Specification
Section titled “Specification”Body
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Caveats
Section titled “Caveats”- When object ownership changes, any granted permissions are reset. After a successful attach, you will need a fresh call to
llRequestPermissionsto allowllDetachFromAvatarand other permission-required functions to work.- Until successful attachment via this method, previously granted permissions are retained as normal.
- The attach step is not guaranteed to succeed, and this function should not be relied on as a security measure. Use the same permission and script precautions you would use with conventional inventory transfers.
- If you use
llAttachToAvatarTempin an object that you do not have permission to transfer, the function will fail with a script error No permission to transfer, even if you are trying to attach it to yourself. - Temporary attachments cannot request the permission
PERMISSION_TELEPORT, the following error will be returned: “Temporary attachments cannot request runtime permissions to teleport” - Attach points can be occupied by multiple attachments.1
- This was not always the case, previously if attach_point was occupied, the existing object was detached and the new attachment took it’s place.
- Objects attached to the head (and any attachment position within the head) will not be visible in First Person view (aka Mouselook) if “show attachments in mouselook” is disabled.
- If 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 the attach_point being a different attach point.
- If attached via a Land Scope Experience script, the object will be force-detached by the server if the owner enters a parcel that does not have the Experience allowed.
- If the target agent is already wearing the maximum number of attachments, the object will remain on the ground with the target agent as owner. Scripters may wish to do one or more workarounds:
- check for successful attachment and
llDie() after a timeout or if the object is manipulated while unattached - check
llGetObjectDetails(avatarKey, [OBJECT_ATTACHED_SLOTS_AVAILABLE]) beforehand, and avoid attaching if zero slots available
- check for successful attachment and
Examples
Section titled “Examples”Example 1
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//-- 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 ) { llAttachToAvatarTemp( ATTACH_LHAND ); } else26 collapsed lines
{ llOwnerSay( "Permission to attach denied" ); } }
on_rez(integer rez) { if(!llGetAttached()) { //reset the script if it's not attached. llResetScript(); } }
attach(key AvatarKey) { if(AvatarKey) {//event is called on both attach and detach, but Key is only valid on attach integer test = llGetAttached(); if (test) { llOwnerSay( "The object is attached" ); } else { llOwnerSay( "The object is not attached"); } } }}Example 2
//-- This example can demonstrate ownership transfer of an object on a temporary basis using llAttachToAvatarTemp()//-- Whoever touches will be asked for permission to attach, and upon granting permission will have the item attach,//-- But not appear in Inventory.9 collapsed lines
default{ touch_start(integer num_touches) { llRequestPermissions( llDetectedKey(0), PERMISSION_ATTACH ); }
run_time_permissions( integer vBitPermissions ) { if( vBitPermissions & PERMISSION_ATTACH ) { llAttachToAvatarTemp( ATTACH_LHAND ); } else13 collapsed lines
{ llOwnerSay( "Permission to attach denied" ); } }
on_rez(integer rez) { if(!llGetAttached()) { //reset the script if it's not attached. llResetScript(); } }}Example 3
// This example illustrates how to handle permissions before and after llAttachToAvatarTemp has been called. Because ownership// changes when the object is attached, the initial PERMISSION_ATTACH is revoked, and new permissions need to be requested.
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integer gAttach = TRUE;
default{
touch_start(integer num) { if (gAttach) // Object has not been attached yet { llRequestPermissions(llDetectedKey(0),PERMISSION_ATTACH); gAttach = FALSE; } else // Object has been attached, but you still need PERMISSION_ATTACH in order to detach the object { if (llGetPermissions() & PERMISSION_TRIGGER_ANIMATION | PERMISSION_ATTACH) { llDetachFromAvatar(); // Note that the object vanishes when detached, so there is no need to set gAttach = TRUE again } } }
attach(key id) { if (id) // Object has been attached, so request permissions again { llRequestPermissions(id,PERMISSION_ATTACH | PERMISSION_TRIGGER_ANIMATION); } }
run_time_permissions (integer perm) { if (!gAttach) //First time { if (perm & PERMISSION_ATTACH) { gAttach = TRUE; llAttachToAvatarTemp(ATTACH_HEAD); // Initial PERMISSION_ATTACH is revoked at this point } }9 collapsed lines
else // Second time { if (perm & PERMISSION_ATTACH | PERMISSION_TRIGGER_ANIMATION) { llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0)); } } }}An alternative solution:
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// Because ownership changes when the object is attached, the initial PERMISSION_ATTACH is revoked, and new permissions need to be requested.
default{ touch_start(integer num) { if (!llGetAttached()) llRequestPermissions( llDetectedKey(0), PERMISSION_ATTACH); else if ( llGetPermissions() & PERMISSION_ATTACH) llDetachFromAvatar(); } attach(key id) { if (id) llRequestPermissions( id, PERMISSION_ATTACH | PERMISSION_TRIGGER_ANIMATION); } run_time_permissions (integer perm) { if (!llGetAttached() && (perm & PERMISSION_ATTACH)) llAttachToAvatarTemp( ATTACH_NOSE); if (perm & PERMISSION_TRIGGER_ANIMATION) llStartAnimation( llGetInventoryName( INVENTORY_ANIMATION, 0)); }}History
Section titled “History”Date of Release 24/07/2012
Known issues
Section titled “Known issues”From the issue templates included by the wiki article:
- SCR-395 (bug): llAttachToAvatarTemp worn objects do not keep group name.
See also
Section titled “See also”Functions
Section titled “Functions”llDetachFromAvatar— Detaches the object from the avatarllGetAttached— Gets the attach point number
Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.