list items = ["item1", "item2", "item3"];
llGiveInventoryList (llGetOwner(), "folder", items);

Works ok.
______________________________________________

list items = ["item1", "item2", "item3"];
key objectId = "9a0da4c0-2a4a-47a2-9108-0e24991d207d"; // An object in the same sim
llGiveInventoryList (objectId, "folder", items);

Fails with:

[06:25 AM] Brick Textures: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

Server stack trace:
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] at OpenSim.Region.ScriptEngine.Shared.ScriptBase.Executor.ExecuteEvent (System.String state, System.String FunctionName, System.Object[] args) [0x00000]

Exception rethrown at [0]:
---> System.NullReferenceException: Object reference not set to an instance of an object

Server stack trace:
at OpenSim.Region.Framework.Scenes.Scene.MoveTaskInventoryItems (UUID destID, System.String category, OpenSim.Region.Framework.Scenes.SceneObjectPart host, System.Collections.Generic.List`1 items) [0x00000]
  at OpenSim.Region.ScriptEngine.Shared.Api.LSL_Api.llGiveInventoryL

______________________________________________

REPRO:

Rez box A.
Script A:

default {
    state_entry() {
        key id = llGetKey();
        llOwnerSay((string)id);
        llRemoveInventory(llGetScriptName()); // Delete self
    }
}

Copy UUID.

Rez box B.
Fill with textures (full-mod).
Script B:

key target = "__paste_UUID_here__";
integer LIST_WHAT = INVENTORY_TEXTURE;

list makeList (integer what) {
    list result;
    integer howMany = llGetInventoryNumber (what);
    integer i; for (i=0; i<howMany; i++)
        result += [ llGetInventoryName (what, i) ];
    return result;
}

default {
    state_entry() {
        list items = makeList (LIST_WHAT);
        llOwnerSay (llDumpList2String (items,"\n"));
        llGiveInventoryList (target, "textures", items);
    }
}


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