From 1aee391803c9cd6beada564c7e0c49a6428f7200 Mon Sep 17 00:00:00 2001 From: niel-archer Date: Fri, 30 Dec 2011 03:43:16 +0000 Subject: [PATCH] Updated functions in highlighting file. Sorted functions to make finding/adding easier. Functions added: llCastRay llClearLinkMedia llGetDisplayName llGetLinkMedia llGetMassMKS llGetMemoryLimit llGetPhysicsMaterial llLinkSitTarget llManageEstateAccess llScriptProfiler llSetAngularVelocity llSetKeyframedMotion llSetLinkMedia llSetMemoryLimit llSetPhysicsMaterial llSetVelocity llTransferLindenDollars git-svn-id: https://lsleditor.svn.sourceforge.net/svnroot/lsleditor@46 3f4676ac-adda-40fd-8265-58d1435b1672 --- trunk/Resource/ConfLSL.xml | 1303 ++++++++++++++++-------------------- 1 file changed, 593 insertions(+), 710 deletions(-) diff --git a/trunk/Resource/ConfLSL.xml b/trunk/Resource/ConfLSL.xml index 3119dfd..0db433a 100644 --- a/trunk/Resource/ConfLSL.xml +++ b/trunk/Resource/ConfLSL.xml @@ -3160,6 +3160,13 @@ your key in s2 to encrypt or put the encrypted data into s1 with the same key in s2 to decrypt again. + + + llSetObjectPermMask(integer mask, integer value); + + Sets the given permission mask to the new value on the root object + the task is attached to. + @@ -3183,6 +3190,20 @@ to llRotTarget. + + not_at_rot_target(void); + + When a target is set via the llRotTarget library call, + but the script is outside the specified angle this event is raised. + + + + not_at_target(void); + + When a target is set via the llTarget library call, + but the script is outside the specified range this event is raised. + + attach(key attached); @@ -3257,22 +3278,6 @@ The remaining tells how many more emails are known as still pending. - - http_request(key request_id, string method, string body); - - Triggered when task receives an HTTP request. - HTTP request id for response use, and function response identification. - GET, POST, PUT - Contents of the request. - - - - http_response(key request_id, integer status, list metadata, string body); - - This event handler is invoked when an HTTP response is received for - a pending llHTTPRequest request or if a pending request fails or times out. - - land_collision(vector position); @@ -3339,20 +3344,6 @@ (via the llSensor library call) but are not sensing anything. - - not_at_rot_target(void); - - When a target is set via the llRotTarget library call, - but the script is outside the specified angle this event is raised. - - - - not_at_target(void); - - When a target is set via the llTarget library call, - but the script is outside the specified range this event is raised. - - object_rez(key id); @@ -3369,12 +3360,6 @@ passed in from the call to llRezObject. - - remote_data(integer event_type, key channel, key message_id, string sender, integer idata, string sdata); - - Triggered by various XML-RPC calls with event_type specifying the type of data. - - run_time_permissions(integer permissions); @@ -3450,13 +3435,26 @@ via the llDetected() library functions. - - transaction_result(key RequestID, integer Success, string Text) + + http_request(key request_id, string method, string body); - Triggered by llTransferMoney() function. - The key returned by an llTransferMoney call to identify the specific request. - Boolean value, indicating success of the transfer - Message which depends on the result of the transaction. If iSuccess is true, this will contain <destination_id>,<amount> + Triggered when task receives an HTTP request. + HTTP request id for response use, and function response identification. + GET, POST, PUT + Contents of the request. + + + + http_response(key request_id, integer status, list metadata, string body); + + This event handler is invoked when an HTTP response is received for + a pending llHTTPRequest request or if a pending request fails or times out. + + + + remote_data(integer event_type, key channel, key message_id, string sender, integer idata, string sdata); + + Triggered by various XML-RPC calls with event_type specifying the type of data. @@ -3476,54 +3474,27 @@ An integer constant for boolean comparisons. Has the value '0'. - The status constants are used in the llSetStatus and llGetStatus library calls. These constants can be bitwise ORed together when calling the library functions to set the same value to more than one status flag Status Constants - - Controls whether the object can be grabbed. - A grab is the default action when in third person, and is - available as the hand tool in build mode. - This is useful for physical objects that you don't want other - people to be able to trivially disturb. - The default if FALSE - - Prevent click-and-drag movement on all prims in the object. - Argument(s) passed to function had a bounds error. - - - Controls whether the object is returned to the owners - inventory if it wanders off the edge of the world. It is - useful to set this status TRUE for things like bullets - or rockets. The default is TRUE - - .An internal error occurred. - Function was called with malformed parameters. - .Object or other item was not found. - Feature not supported. - - - Result of function call was success - - + Controls whether the object moves physically. This controls the same flag that the ui checkbox for Physical controls. The default is FALSE. - + Controls whether the object collides or not. Setting the value to TRUE makes the object non-colliding with all objects. It is a good idea to use this for most objects that move or rotate, but are non-physical. It is also useful for simulating volumetric lighting. The default is FALSE. - - - - + + + Controls whether the object can physically rotate around the specific axis or not. This flag has no meaning for non-physical objects. Set the value to FALSE @@ -3533,26 +3504,37 @@ the effect is a sit-and-spin device. They spin around the Z axis (up) but not around the X or Y axis. - + + Controls whether the object can be grabbed. + A grab is the default action when in third person, and is + available as the hand tool in build mode. + This is useful for physical objects that you dont want other + people to be able to trivially disturb. + The default if FALSE + + Controls whether the object can cross region boundaries and move more than 20 meters from its creation point. The default if FALSE. - Argument(s) passed to function had a type mismatch. - Whitelist Failed. + + Controls whether the object is returned to the owners + inventory if it wanders off the edge of the world. It is + useful to set this status TRUE for things like bullets + or rockets. The default is TRUE + - These constants can be combined using the binary | operator and are used in the llSensor and related calls. Object Type Constants + + Objects in world that are agents. + Objects in world that are running a script or currently pysically moving. - - Objects in world that are agents. - Static in-world objects. @@ -3560,7 +3542,6 @@ Scripted in-world objects. - The permission constants are used for passing values to llRequestPermissions, determing the value of @@ -3571,124 +3552,112 @@ used in conjunction. Permission Constants - - If this permission is enabled, the object can successfully - call llAttachToAvatar to attach to the given avatar. - - - If this permission is enabled, the object can successfully - call llCreateLink, llBreakLink, and - llBreakAllLinks to change links to other objects. - - - + If this permission is enabled, the object can successfully call llGiveMoney to debit the owners account. - - (not yet implemented) - - - (not yet implemented) - - - (not yet implemented) - - - (not yet implemented) - - + If this permission enabled, the object can successfully call the llTakeControls libray call. - - + + (not yet implemented) + + If this permission is enabled, the object can successfully call llStartAnimation for the avatar that owns this object. + + If this permission is enabled, the object can successfully + call llAttachToAvatar to attach to the given avatar. + + + (not yet implemented) + + + If this permission is enabled, the object can successfully + call llCreateLink, llBreakLink, and + llBreakAllLinks to change links to other objects. + + + (not yet implemented) + + + (not yet implemented) + - These constants can be used to refer to a specific inventory type in calls to llGetInventoryNumber andllGetInventoryName. Inventory Constants - - - - - - - - - - - - + + + + + + + + + Each constant refers to the named type of inventory. + - These constants are used to refer to attachment points in calls to llAttachToAvatar. Attachment Constants - - Attach to the avatar back. - - - Attach to the avatar belly. - Attach to the avatar chest. - - Attach to the avatar chin. - Attach to the avatar head. - - - Attach to the avatar left ear. + + Attach to the avatar left shoulder. - - Attach to the avatar left eye. - - - Attach to the avatar left foot. + + Attach to the avatar right shoulder. Attach to the avatar left hand. - - Attach to the avatar left hip. + + Attach to the avatar right hand. - - Attach to the avatar left lower arm. + + Attach to the avatar left foot. - - Attach to the avatar lower left leg. + + Attach to the avatar right foot. - - Attach to the avatar left pectoral. (depreciated) - - - Attach to the avatar left shoulder. - - - Attach to the avatar lower upper leg. - - - - Attach to the avatar mouth. - - - Attach to the avatar nose. + + Attach to the avatar back. Attach to the avatar pelvis. - + + Attach to the avatar mouth. + + + Attach to the avatar chin. + + + Attach to the avatar left ear. + + + Attach to the avatar right ear. + + + Attach to the avatar left eye. + + + Attach to the avatar right eye. + + + Attach to the avatar nose. + Attach to the avatar right upper arm. @@ -3698,93 +3667,89 @@ Attach to the avatar left upper arm. - - Attach to the avatar right ear. - - - Attach to the avatar right eye. - - - Attach to the avatar right foot. - - - Attach to the avatar right hand. + + Attach to the avatar left lower arm. Attach to the avatar right hip. + + Attach to the avatar right upper leg. + Attach to the avatar right lower leg. + + Attach to the avatar left hip. + + + Attach to the avatar lower upper leg. + + + Attach to the avatar lower left leg. + + + Attach to the avatar belly. + Attach to the avatar right pectoral. (depreciated) - - Attach to the avatar right shoulder. - - - Attach to the avatar right upper leg. + + Attach to the avatar left pectoral. (depreciated) - - - - + - + + + + - These constants are only used in calls to llModifyLand. The constants are equivalent to the similarly labelled user interface elements for editing land in the viewer. Land Constants - - Use a large brush size. - Action to level the land. + + Action to raise the land. + Action to lower the land. - - Use a medium brush size. - - - - Action to raise the land. - - Use a small brush size. - + + Use a medium brush size. + + + Use a large brush size. + - These constants are used in calls to llSetLinkColor and llMessageLinked. Link Constants - - This targets every object except the root in the linked set. + + This targets every object in the linked set. + + + This targets the root of the linked set. This targets every object in the linked set except the object with the script. - - This targets the root of the linked set. + + This targets every object except the root in the linked set. - - This targets every object in the linked set. - - - These constants are used in llTakeControls as well as the control event handler. @@ -3820,10 +3785,12 @@ Test for the avatar left button control while in mouse look. - These constants are used in the changed event handler. Change Constants + + The object inventory has changed. + The object inventory has changed because an item was added through the llAllowInventoryDrop interface. @@ -3831,28 +3798,20 @@ The object color has changed. - - The object inventory has changed. - - - The object has linked or its links were broken. - - - - - - The object scale has changed. - The object shape has changed, eg, a box to a cylinder - + + The object scale has changed. + The texture offset, scale rotation, or simply the object texture has changed. + + The object has linked or its links were broken. + - These constants are used to determine the variable type stored in a heterogenous list. The value returned from @@ -3881,34 +3840,22 @@ The list entry is invalid. - Each of these constants represents a bit in the integer returned from the llGetAgentInfo function and can be used in an expression to determine the specified information about an agent. Agent Info Constants - - - The agent has attachments. - - - - - + The agent is flying. - - - - - + + The agent has attachments. + + The agent has scripted attachments. - - - These constants are used in the llSetTextureAnim api to control the animation mode. @@ -3919,11 +3866,14 @@ Loop the texture animation. + + Play animation in reverse direction. + play animation going forwards, then backwards. - - Play animation in reverse direction. + + slide in the X direction, instead of playing separate frames. Animate texture rotation. @@ -3931,182 +3881,170 @@ Animate the texture scale. - - slide in the X direction, instead of playing separate frames. - - These constants are used in calls to the llParticleSystem api to specify parameters. Particle System Parameters - - Particles bounce off of a plane at the objects Z height. - - - The particle glows. - - - a float which determines the ending alpha of the object. - - - a vector <r, g, b> which determines the ending - color of the object. - - - a vector <sx, sy, z>, which is the ending - size of the particle billboard in meters (z is ignored). - - + Each particle that is emitted by the particle system is simulated based on the following flags. To use multiple flags, bitwise or (|) them together. PSYS_PART_FLAGS Values - - The particle position is relative to the source objects position. - - - The particle orientation is rotated so the vertical - axis faces towards the particle velocity. - - + Interpolate both the color and alpha from the start value to the end value. - + Interpolate the particle scale from the start value to the end value. - - age in seconds of a particle at which it dies. + + Particles have their velocity damped towards the wind velocity. - + + Particles bounce off of a plane at the objects Z height. + + + The particle position is relative to the source objects position. + + + The particle orientation is rotated so the vertical + axis faces towards the particle velocity. + + + The particle heads towards the location of the target + object as defined by PSYS_SRC_TARGET_KEY. + + + The particle glows. + + + (not implemented) + + + (not implemented) + + + (not implemented) + + + The pattern which is used to generate particles. + Use one of the following values: + PSYS_SRC_PATTERN Values + + Drop particles at the source position. - + Shoot particles out in all directions, using the burst parameters. - + Shoot particles across a 2 dimensional area defined by the arc created from PSYS_SRC_OUTERANGLE. There will be an open area defined by PSYS_SRC_INNERANGLE within the larger arc. - + Shoot particles out in a 3 dimensional cone with an outer arc of PSYS_SRC_OUTERANGLE and an inner open area defined by PSYS_SRC_INNERANGLE. - + + a vector <r,g,b> which determines the starting + color of the object. + + a float which determines the starting alpha of the object. - - a vector <r, g, b> which determines the starting colour of the object. + + a vector <r, g, b> which determines the ending + color of the object. - + + a float which determines the ending alpha of the object. + + a vector <sx, sy, z>, which is the starting size of the particle billboard in meters (z is ignored). - - - The particle heads towards the location of the target - object as defined by PSYS_SRC_TARGET_KEY. + + a vector <sx, sy, z>, which is the ending + size of the particle billboard in meters (z is ignored). - - Particles have their velocity damped towards the wind velocity. + + age in seconds of a particle at which it dies. - - + a vector <x, y, z> which is the acceleration to apply on particles. - + + an asset name for the texture to use for the particles. + + how often to release a particle burst (float seconds). - - Area in radians specifying where particles - will NOT be created (for ANGLE patterns) - - - Area in radians filled with particles - (for ANGLE patterns) (if lower than PSYS_SRC_ANGLE_BEGIN, - acts as PSYS_SRC_ANGLE_BEGIN itself, - and PSYS_SRC_ANGLE_BEGIN acts as PSYS_SRC_ANGLE_END) - - + specifies the inner angle of the arc created by the PSYS_PART_SRC_PATTERN_ANGLE or PSYS_PART_SRC_PATTERN_ANGLE_CONE source pattern. The area specified will not have particles in it.. - - how many particles to release in a burst. - - - what distance from the center of the object - to create the particles. - - - minimum speed that a particle should be moving. - - - maximum speed that a particle should be moving. - - - how long this particle system should last, - 0.0 menas forever. - - - Sets the angular velocity to rotate the axis - that SRC_PATTERN_ANGLE and - SRC_PATTERN_ANGLE_CONE use.. - - + specifies the outer angle of the arc created by the PSYS_PART_SRC_PATTERN_ANGLE or PSYS_PART_SRC_PATTERN_ANGLE_CONE source pattern. The area between the outer and inner angle will be filled with particles.. - - The pattern which is used to generate particles. - Use one of the following values: - PSYS_SRC_PATTERN Values + + how many particles to release in a burst. - - - - - - + + what distance from the center of the object + to create the particles. + + + minimum speed that a particle should be moving. + + + maximum speed that a particle should be moving. + + + how long this particle system should last, + 0.0 menas forever. + + the key of a target object to move towards if PSYS_PART_TARGET_POS_MASK is enabled. - - an asset name for the texture to use for the particles. + + Sets the angular velocity to rotate the axis + that SRC_PATTERN_ANGLE and + SRC_PATTERN_ANGLE_CONE use.. - These constants are used in calls to the llRequestAgentData api to collect information about an agent which will be provided in the dataserver event. - - The date the agent was born returned in ISO 8601 format of YYYY-MM-DD. + Texture Animation Constants + + "1" for online "0" for offline. The name of the agent. - - "1" for online "0" for offline. + + The date the agent was born returned in ISO 8601 format of YYYY-MM-DD. - Returns the agent ratings as a comma separated string of six integers. They are: @@ -4118,12 +4056,7 @@ 5. Positive rated building 6. Negative rated building - - - - - LSL provides a small collection of floating point constants for use in float arithmetic. @@ -4132,17 +4065,20 @@ but are sometimes useful for other applications such as specifying arc radians to sensor or particle system functions. Float Constants + + 3.14159265 - The radians of a hemicircle. + + + 6.28318530 - The radians of a circle. + + + 1.57079633 - The radians of a quarter circle. + 0.01745329 - Number of radians per degree. You can use this to convert degrees to radians by multiplying the degrees by this number. - - 3.14159265 - The radians of a hemicircle. - - - 1.57079633 - The radians of a quarter circle. - 57.2957795 - Number of degrees per radian. You can use this number to convert radians to degrees by @@ -4151,52 +4087,28 @@ 1.41421356 - The square root of 2. - - 6.28318530 - The radians of a circle. - - There is only one key constant which acts as an invalid key: NULL_KEY. - - - - - - - - There is one uncategorized integer constant which is used in some of the texturing and coloring api: ALL_SIDES - - There is one uncategorized string constant which is used in the dataserver event: EOF - - - + There is only one vector constant which acts as a zero vector: ZERO_VECTOR = <0,0,0>. - - - There is only one rotation constant which acts as a zero rotation: ZERO_ROTATION = <0,0,0,1>. - - Parameters - - - A vector of timescales for exponential decay of the vehicles linear velocity along its preferred axes of @@ -4236,6 +4148,16 @@ The height (above the terrain or water, or global) at which the vehicle will try to hover. + + A slider between minimum (0.0 = bouncy) + and maximum (1.0 = fast as possible) damped motion of the + hover behavior. + + + The period of bounce (or timescale of exponential approach, + depending on the hover efficiency) for the + vehicle to hover to the proper height. + A slider between minimum (0.0) and maximum anti-gravity (1.0). @@ -4297,12 +4219,8 @@ local frame (x, y, z). - Flags - - - Old, changed to VEHICLE_FLAG_NO_DEFLECTION_UP @@ -4335,9 +4253,144 @@ Prevents ground vehicles from motoring into the sky. - Types + + Simple vehicle that bumps along the ground, + and likes to move along its local x-axis. + // most friction for left-right, least for up-down + llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <30, 1, 1000> ); + // no angular friction + llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> ); + // no linear motor + llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120 ); + // no angular motor + llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1000 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 120 ); + // no hover (but with timescale of 10 sec if enabled) + llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); + llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 10 ); + llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10 ); + llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 ); + // maximum linear deflection with timescale of 1 second + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1 ); + // no angular deflection + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 ); + // no vertical attractor (doesnt mind flipping over) + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 ); + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000 ); + // no banking + llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0 ); + llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 ); + llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 10 ); + // default rotation of local frame + llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); + // remove these flags + llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY + | VEHICLE_FLAG_HOVER_TERRAIN_ONLY + | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT + | VEHICLE_FLAG_HOVER_UP_ONLY ); + // set these flags (the limit_roll flag will have no effect + // until banking is enabled, if ever) + llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP + | VEHICLE_FLAG_LIMIT_ROLL_ONLY + | VEHICLE_FLAG_LIMIT_MOTOR_UP ); + + + Another vehicle that bounces along the ground but needs + the motors to be driven from external controls or + timer events. + // most friction for left-right, least for up-down + llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> ); + // no angular friction + llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> ); + // linear motor wins after about a second, decays after about a minute + llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 ); + // angular motor wins after a second, decays in less time than that + llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.8 ); + // no hover + llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); + llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 ); + llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 ); + llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 ); + // maximum linear deflection with timescale of 2 seconds + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 ); + // no angular deflection + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 ); + // critically damped vertical attractor + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 ); + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 10 ); + // weak negative critically damped banking + llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.2 ); + llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 ); + llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 ); + // default rotation of local frame + llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); + // remove these flags + llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY + | VEHICLE_FLAG_HOVER_TERRAIN_ONLY + | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); + // set these flags + llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP + | VEHICLE_FLAG_LIMIT_ROLL_ONLY + | VEHICLE_FLAG_HOVER_UP_ONLY + | VEHICLE_FLAG_LIMIT_MOTOR_UP ); + + + Hovers over water with lots of friction and some anglar deflection. + // least for forward-back, most friction for up-down + llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 3, 2> ); + // uniform angular friction (setting it as a scalar rather than a vector) + llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 10 ); + // linear motor wins after about five seconds, decays after about a minute + llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 ); + // angular motor wins after four seconds, decays in same amount of time + llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 ); + // hover + llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); + llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0.5 ); + llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 ); + llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 ); + // halfway linear deflection with timescale of 3 seconds + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 ); + llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 ); + // angular deflection + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 ); + llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 ); + // somewhat bounscy vertical attractor + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 ); + llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 ); + // weak negative damped banking + llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.3 ); + llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 ); + llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 ); + // default rotation of local frame + llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); + // remove these flags + llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY + | VEHICLE_FLAG_LIMIT_ROLL_ONLY + | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); + // set these flags + llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP + | VEHICLE_FLAG_HOVER_WATER_ONLY + | VEHICLE_FLAG_HOVER_UP_ONLY + | VEHICLE_FLAG_LIMIT_MOTOR_UP ); + Uses linear deflection for lift, no hover, and banking to turn. // very little friction along forward-back axis @@ -4425,147 +4478,17 @@ | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_LIMIT_MOTOR_UP ); - - Hovers over water with lots of friction and some anglar deflection. - // least for forward-back, most friction for up-down - llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 3, 2> ); - // uniform angular friction (setting it as a scalar rather than a vector) - llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 10 ); - // linear motor wins after about five seconds, decays after about a minute - llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 ); - // angular motor wins after four seconds, decays in same amount of time - llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 ); - // hover - llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); - llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0.5 ); - llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 ); - llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 ); - // halfway linear deflection with timescale of 3 seconds - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 ); - // angular deflection - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 ); - // somewhat bounscy vertical attractor - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 ); - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 ); - // weak negative damped banking - llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.3 ); - llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 ); - llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 ); - // default rotation of local frame - llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); - // remove these flags - llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY - | VEHICLE_FLAG_LIMIT_ROLL_ONLY - | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); - // set these flags - llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP - | VEHICLE_FLAG_HOVER_WATER_ONLY - | VEHICLE_FLAG_HOVER_UP_ONLY - | VEHICLE_FLAG_LIMIT_MOTOR_UP ); - - - Another vehicle that bounces along the ground but needs - the motors to be driven from external controls or - timer events. - // most friction for left-right, least for up-down - llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> ); - // no angular friction - llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> ); - // linear motor wins after about a second, decays after about a minute - llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 ); - // angular motor wins after a second, decays in less time than that - llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.8 ); - // no hover - llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); - llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 ); - llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 ); - llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 ); - // maximum linear deflection with timescale of 2 seconds - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 ); - // no angular deflection - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 ); - // critically damped vertical attractor - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 ); - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 10 ); - // weak negative critically damped banking - llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.2 ); - llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 ); - llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 ); - // default rotation of local frame - llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); - // remove these flags - llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY - | VEHICLE_FLAG_HOVER_TERRAIN_ONLY - | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); - // set these flags - llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP - | VEHICLE_FLAG_LIMIT_ROLL_ONLY - | VEHICLE_FLAG_HOVER_UP_ONLY - | VEHICLE_FLAG_LIMIT_MOTOR_UP ); - - - - Simple vehicle that bumps along the ground, - and likes to move along its local x-axis. - // most friction for left-right, least for up-down - llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <30, 1, 1000> ); - // no angular friction - llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> ); - // no linear motor - llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120 ); - // no angular motor - llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1000 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 120 ); - // no hover (but with timescale of 10 sec if enabled) - llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 ); - llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 10 ); - llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10 ); - llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 ); - // maximum linear deflection with timescale of 1 second - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 ); - llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1 ); - // no angular deflection - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 ); - llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 ); - // no vertical attractor (doesnt mind flipping over) - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 ); - llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000 ); - // no banking - llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0 ); - llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 ); - llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 10 ); - // default rotation of local frame - llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> ); - // remove these flags - llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY - | VEHICLE_FLAG_HOVER_TERRAIN_ONLY - | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT - | VEHICLE_FLAG_HOVER_UP_ONLY ); - // set these flags (the limit_roll flag will have no effect - // until banking is enabled, if ever) - llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP - | VEHICLE_FLAG_LIMIT_ROLL_ONLY - | VEHICLE_FLAG_LIMIT_MOTOR_UP ); - - - - - Constants that do not fit into any of the previously defined categories. + + + + + + + + + + + @@ -4580,72 +4503,32 @@ - - - When the prim is touched, the buy dialog is opened - - - When the prim is touched, the web media dialog is opened" - - - Performs the default action: when the prim is touched, touch events are triggered" - - - When the prim is touched, the object inventory dialog is opened - - - When the prim is touched, the pay dialog is opened - - - When the prim is touched, html-on-a-prim is enabled? - - - When the prim is touched, the avatar sits upon it - - - When the prim is touched, touch events are triggered" - - - "text/html", only valid for embedded browsers on content owned by the person viewing. Falls back to "text/plain" otherwise. + + + + + + + DEBUG_CHANNEL is an integer constant that, when passed to llSay, llWhisper, or llShout as a channel parameter, will print text to the Script Warning/Error Window. It has the value '2147483647'. - Used with llSetPhysicsMaterial to enable the density value. Must be between 1.0 and 22587.0 (in Kg/m^3 -- see if you can figure out what 22587 represents) - - Add the agent to this estate's Allowed Residents list. - Remove the agent from this estate's Allowed Residents list. - Add the group to this estate's Allowed groups list. - Remove the group from this estate's Allowed groups list. - Add the agent to this estate's Banned residents list. - Remove the agent from this estate's Banned residents list. - - Used with llSetPhysicsMaterial to enable the friction value. Must be between 0.0 and 255.0 - Used with llSetPhysicsMaterial to enable the gravity multiplier value. Must be between -1.0 and +28.0 - + - - - - - For use with KFM_COMMAND. - For use with KFM_COMMAND. - For use with KFM_COMMAND. - - - For use with KFM_MODE. - For use with KFM_MODE. - - For use with KFM_MODE. - For use with KFM_MODE. - For use with KFM_DATA. - For use with KFM_DATA. - + + + + + + + + @@ -4656,61 +4539,12 @@ - - - Gets the object's creator key. - If id is an avatar, a NULL_KEY is returned. - - - Gets the object's description. - If id is an avatar, an empty string is returned. - - - Gets the prims's group key. - If id is an avatar, a NULL_KEY is returned. - - - Gets the object's name. - - - Gets an object's owner's key. - If id is group owned, a NULL_KEY is returned. - - - Gets the object's position in region coordinates. - - - Gets the object's rotation. - - - Gets the object's velocity. - - - - - - - - - - - - - - - - - - - - - - The parcel's avatar visibility setting. (1 char.). + @@ -4718,9 +4552,7 @@ - - @@ -4729,44 +4561,65 @@ - - + + + + + + + + + + + + + Use this to get or set the parcel media MIME type (e.g. "text/html"). + + + Use this to get or set the parcel media pixel resolution. + Use this to get or set the parcel media description. Used to get or set the parcel's media looping variable. - - - - - Use this to get or set the parcel media pixel resolution. - - - - - - Use this to get or set the parcel media MIME type (e.g. "text/html"). - - - + + + + + + + + + + + + + + + + + + + + + + - - - - + + @@ -4790,10 +4643,7 @@ - - - PRIM_GLOW is used to get or set the glow status of the face. - + @@ -4811,50 +4661,12 @@ - - Boolean. Gets/Sets the default image state (the image that the user sees before a piece of media is active) for the chosen face. The default image is specified by Second Life's server for that media type. - Boolean. Gets/Sets whether auto-looping is enabled. - Boolean. Gets/Sets whether the media auto-plays when a Resident can view it. - Boolean. Gets/Sets whether auto-scaling is enabled. Auto-scaling forces the media to the full size of the texture. - Boolean. Gets/Sets whether clicking the media triggers auto-zoom and auto-focus on the media. - Integer. Gets/Sets the style of controls. Can be either PRIM_MEDIA_CONTROLS_STANDARD or PRIM_MEDIA_CONTROLS_MINI. - Mini web navigation controls; does not include an address bar. - Standard web navigation controls. - String. Gets/Sets the current url displayed on the chosen face. Changing this URL causes navigation. 1024 characters Maximum. - Boolean. Gets/Sets whether the first click interaction is enabled. - Integer. Gets/Sets the height of the media in pixels. - String. Gets/Sets the home URL for the chosen face. 1024 characters maximum. - - - - - Integer. Gets/Sets the permissions mask that control who can see the media control bar above the object:: PRIM_MEDIA_PERM_ANYONE, PRIM_MEDIA_PERM_GROUP, PRIM_MEDIA_PERM_NONE, PRIM_MEDIA_PERM_OWNER - Integer. Gets/Sets the permissions mask that control who can interact with the object: PRIM_MEDIA_PERM_ANYONE, PRIM_MEDIA_PERM_GROUP, PRIM_MEDIA_PERM_NONE, PRIM_MEDIA_PERM_OWNER - String. Gets/Sets the whitelist as a string of escaped, comma-separated URLs. This string can hold up to 64 URLs or 1024 characters, whichever comes first. - Boolean. Gets/Sets whether navigation is restricted to URLs in PRIM_MEDIA_WHITELIST. - Integer. Gets/Sets the width of the media in pixels. - - - + - - - Use the convex hull of the prim shape for physics (this is the default for mesh objects). - Ignore this prim in the physics shape. NB: This cannot be applied to the root prim. - Use the normal prim shape for physics (this is the default for all non-mesh objects). - Allows you to set the physics shape type of a prim via lsl. Permitted values are: - PRIM_PHYSICS_SHAPE_NONE, PRIM_PHYSICS_SHAPE_PRIM, PRIM_PHYSICS_SHAPE_CONVEX - - - - - - - - Render inside out (inverts the normals). - Render an X axis mirror of the sculpty. + + @@ -4863,15 +4675,13 @@ - - - - + + @@ -4886,15 +4696,31 @@ - Disables profiling - Enables memory profiling + + PRIM_GLOW is used to get or set the glow status of the face. + + + + Area in radians specifying where particles + will NOT be created (for ANGLE patterns) + + + Area in radians filled with particles + (for ANGLE patterns) (if lower than PSYS_SRC_ANGLE_BEGIN, + acts as PSYS_SRC_ANGLE_BEGIN itself, + and PSYS_SRC_ANGLE_BEGIN acts as PSYS_SRC_ANGLE_END) + + + + + + PUBLIC_CHANNEL is an integer constant that, when passed to llSay, llWhisper, or llShout as a channel parameter, will print text to the publicly heard chat channel. Has the value '0'. - @@ -4902,21 +4728,78 @@ - - + + + + + + + + + + + - Used with llSetPhysicsMaterial to enable the density value. Must be between 0.0 and 1.0 + + Gets the object's name. + + + Gets the object's description. + If id is an avatar, an empty string is returned. + + + Gets the object's position in region coordinates. + + + Gets the object's rotation. + + + Gets the object's velocity. + + + Gets an object's owner's key. + If id is group owned, a NULL_KEY is returned. + + + Gets the prims's group key. + If id is an avatar, a NULL_KEY is returned. + + + Gets the object's creator key. + If id is an avatar, a NULL_KEY is returned. + - - - + + Performs the default action: when the prim is touched, touch events are triggered" + + + When the prim is touched, touch events are triggered" + + + When the prim is touched, the avatar sits upon it + + + When the prim is touched, the buy dialog is opened + + + When the prim is touched, the pay dialog is opened + + + When the prim is touched, the object inventory dialog is opened + + + When the prim is touched, html-on-a-prim is enabled? + + + When the prim is touched, the web media dialog is opened" + - +