Attach to avatar from object inventory
tracked
Thornotter Resident
Currently, the only way to attach an object is to rez it in world and then have the object call llAttachToAvatar or llAttachToAvatarTemp.
Could we have new functions can directly attach an object from the inventory of the object the script is located in? For example:
llAttachInventoryToAvatar(string inventory, integer attach_point)
llAttachInventoryToAvatarTemp(string inventory, integer attach_point)
The PERMISSION_ATTACH permission will still be required with the destination avatar determined based on the permission - same as how llAttachToAvatar and llAttachToAvatarTemp works today.
Having these new functions improves the main use cases - a store could directly attach a demo product to an avatar without having to first rez it somewhere in the store. A roleplay sim could attach temporary items to players. Vehicle HUDs could be attached when driving. The current 'rez in world first' requirement causes the object to flash in world or require other strange workarounds.
If there are potential security concerns (e.g. guests without rez access trying to cause trouble) then this new functionality could require parcel rez access, even though it wouldn't be directly used.
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Merged in a post from Hooten Haller:
Title: Add llAttachInventory
Details: Allow an attachment to attach an item from its inventory. This would enable a HUD to attach a particle poofer (for emoting, for teleportation effects, for role play mode changes...). The problem now is the "supervisor" attachment must have land rez rights, so that it can rez the unattached "auxiliary" object, which then asks permission to attach.
This behavior can be controlled, if deemed necessary, through a permission like PERMISSION_ATTACH_ITEM. The first time the supervisor requests PERMISSION_ATTACH_ITEM might pop up a dialog to ask for permission, and subsequent requests would usually be granted without user intervention.
This is perhaps very (very) vaguely reminiscent of Add PERMISSION_REZ_ON_PARCEL for llRequestExperiencePermissions to override parcel rez permissions
Hooten Haller
SL Feedback Yes, I spotted this OP just after I posted.
Nelson Jenkins
It should bypass the rez access check - no different from attaching from user inventory. No-rez is a big problem for HUDs and things, if you're driving in a no-rez area and want to attach a HUD out of the vehicle's inventory, you need to transfer it into your user inventory first unless you want to roll your own key exchange procedure, hope you can rez here, hope there's enough free prims (good luck if the HUD has a lot), etc. - attaching directly out of the object inventory makes much more sense.
Signal Linden
tracked
Extrude Ragu
I don't see why this should require parcel rez permission at all, after all this function doesn't rez anything