# llSetRemoteScriptAccessPin

*LSL function*

```lsl
void llSetRemoteScriptAccessPin(integer pin);
```

- `integer pin`: Integer PIN code (non-zero enables, zero disables).

- Delay: 0.2 s
- Energy: 10

Sets the prim's remote script access PIN to pin (a non-zero value enables loading via llRemoteLoadScriptPin, while zero disables it).

Allows a prim to have scripts remotely loaded via [llRemoteLoadScriptPin](/functions/llRemoteLoadScriptPin/) when it is passed the correct **pin** and the prim is set mod.

```lsl title="How to use" frame="terminal"
llSetRemoteScriptAccessPin(0);
```

## Caveats

- A prim has only one **pin** for remotely loading scripts.
- By changing the **pin**, a script can deny other scripts the ability to load scripts into the prim.
- This could result in unintentionally breaking a products ability to be updated by an upstream creator.
- This can be used to intentionally stop an upstream creator from updating a product.
- There is no way to find out whether a script **pin** has been set by another script in the prim. If the prim contains scripts from other developers, the safe approach is to assume a script **pin** has been set by an upstream creator.

## See also

### Functions

- [llRemoteLoadScriptPin](/functions/llRemoteLoadScriptPin/) — Used to load a script into a remote prim

---

*Source: [LlSetRemoteScriptAccessPin](https://wiki.secondlife.com/wiki/LlSetRemoteScriptAccessPin) on the Second Life Wiki. Content from the Second Life Wiki article LlSetRemoteScriptAccessPin (revision 1217474, 2024-10-07), CC BY-SA 3.0.*

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From lsl.dev: https://lsl.dev/functions/llSetRemoteScriptAccessPin/
