Skip to content
lsl.devlsl.devLSL Dev

llRequestInventoryData

function
Function syntax
key llRequestInventoryData(
  1. string item// Name of the item in the prim's inventory.
);
Returns
key
Delay
1 s
Energy
10

Asynchronously requests data for the named inventory item, triggering a dataserver event. Currently, only landmark items are supported (which return local region coordinates). Returns a key query handle.

Requests data about the item name in the prim’s inventory. When data is available the dataserver event will be raised.

How to use
key result = llRequestInventoryData("");
name’s Inventory TypedataserverDescription
Landmark(vector)The vector data received by dataserver is a global position as an offset from the current region’s origin (<0,0,0>). To obtain the absolute global position of a landmark, add llGetRegionCorner() to the vector.
  • This function only returns data for landmark items in inventory. Other item types are not supported.
  • The vector returned from landmarks is the distance in meters of the landmark’s location relative to <0,0,0> in the region in which the script is running.
  • For a landmark pointing to a location in the current region, that’s the same as a region coordinate; however, when used with a landmark pointing to a different region the vector’s x and y values can be quite large (and/or negative).
  • The vector is suitable for use in calculating a global coordinate (as above) or a landmark’s distance from the object containing the script in the current region or across the entire Second Life grid.
Example 1
12 collapsed lines
//-- 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 ) );
}
}
19 collapsed lines
}
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();
}
}
Example 2
26 collapsed lines
//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));
}
}
37 collapsed lines
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();
}
}
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.