diff --git a/trunk/Resource/ConfLSL.xml b/trunk/Resource/ConfLSL.xml index ec73ae9..f8a97c7 100644 --- a/trunk/Resource/ConfLSL.xml +++ b/trunk/Resource/ConfLSL.xml @@ -3482,21 +3482,47 @@ 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 @@ -3506,37 +3532,25 @@ 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. - - 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 - + Argument(s) passed to function had a type mismatch. + Whitelist Failed. 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. @@ -3554,112 +3568,122 @@ used in conjunction. Permission Constants - - If this permission is enabled, the object can successfully - call llGiveMoney to debit the owners account. - - - 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. - + + + 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. + + + + If this permission is enabled, the object can successfully + call llStartAnimation for the avatar that owns this + object. + 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 chest. - - - Attach to the avatar head. - - - Attach to the avatar left shoulder. - - - Attach to the avatar right shoulder. - - - Attach to the avatar left hand. - - - Attach to the avatar right hand. - - - Attach to the avatar left foot. - - - Attach to the avatar right foot. - Attach to the avatar back. - - Attach to the avatar pelvis. + + Attach to the avatar belly. - - Attach to the avatar mouth. + + 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 right ear. - Attach to the avatar left eye. - - Attach to the avatar right eye. + + Attach to the avatar left foot. + + + Attach to the avatar left hand. + + + Attach to the avatar left hip. + + + Attach to the avatar left lower arm. + + + Attach to the avatar lower left leg. + + + 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 pelvis. + + Attach to the avatar right upper arm. @@ -3669,88 +3693,89 @@ Attach to the avatar left upper arm. - - Attach to the avatar left lower 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 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 left pectoral. (depreciated) + + Attach to the avatar right shoulder. + + + Attach to the avatar right upper leg. + + + + - - - - - + 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 small brush size. - Use a medium brush size. - - Use a large brush size. + + + Action to raise the land. + + + Use a small brush size. + + These constants are used in calls to llSetLinkColor and llMessageLinked. Link Constants - - This targets every object in the linked set. - - - 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 except the object with the script. - - This targets every object except the root in the linked set. + + This targets the root of the linked set. + + This targets every object in the linked set. + + These constants are used in llTakeControls as well @@ -3790,9 +3815,6 @@ 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. @@ -3800,19 +3822,26 @@ The object color 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 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 texture offset, scale rotation, or simply the object + texture has changed. + These constants are used to determine the variable type @@ -3848,15 +3877,25 @@ in an expression to determine the specified information about an agent. Agent Info Constants - - The agent is flying. - - + + The agent has attachments. - + + + + + The agent is flying. + + + + + + The agent has scripted attachments. + + These constants are used in the llSetTextureAnim api to @@ -3868,14 +3907,11 @@ Loop the texture animation. - - Play animation in reverse direction. - play animation going forwards, then backwards. - - slide in the X direction, instead of playing separate frames. + + Play animation in reverse direction. Animate texture rotation. @@ -3883,153 +3919,163 @@ 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 - - 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. - - - 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. + + Interpolate both the color and alpha from the start + value to the end value. - - The particle glows. + + Interpolate the particle scale from the start value + to the end value. - - (not implemented) + + age in seconds of a particle at which it dies. - - (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 ending - color of the object. + + a vector <r, g, b> which determines the starting colour 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). - - a vector <sx, sy, z>, which is the ending - 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. - - age in seconds of a particle at which it dies. + + Particles have their velocity damped towards the wind velocity. - + + 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.. - - how many particles to release in a burst. + + The pattern which is used to generate particles. + Use one of the following values: + PSYS_SRC_PATTERN Values - - 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. - - Sets the angular velocity to rotate the axis - that SRC_PATTERN_ANGLE and - SRC_PATTERN_ANGLE_CONE use.. + + an asset name for the texture to use for the particles. @@ -4037,16 +4083,16 @@ llRequestAgentData api to collect information about an agent which will be provided in the dataserver event. - Texture Animation Constants - - "1" for online "0" for offline. + + The date the agent was born returned in ISO 8601 format of YYYY-MM-DD. The name of the agent. - - The date the agent was born returned in ISO 8601 format of YYYY-MM-DD. + + "1" for online "0" for offline. + Returns the agent ratings as a comma separated string of six integers. They are: @@ -4058,6 +4104,10 @@ 5. Positive rated building 6. Negative rated building + + + + LSL provides a small collection of floating point @@ -4067,20 +4117,17 @@ 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 @@ -4089,28 +4136,46 @@ 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 @@ -4150,16 +4215,6 @@ 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). @@ -4223,6 +4278,9 @@ Flags + + + Old, changed to VEHICLE_FLAG_NO_DEFLECTION_UP @@ -4257,142 +4315,6 @@ 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 @@ -4480,17 +4402,147 @@ | 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. @@ -4505,32 +4557,72 @@ - - - - - - - + + + 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. + @@ -4541,12 +4633,61 @@ + + + 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.). @@ -4554,7 +4695,9 @@ + + @@ -4563,65 +4706,44 @@ + + - - - - - - - - - - - - - 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"). + + + + + + + - - @@ -4645,7 +4767,10 @@ - + + + PRIM_GLOW is used to get or set the glow status of the face. + @@ -4663,12 +4788,50 @@ - + + 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. @@ -4677,13 +4840,15 @@ + - - - + + + + @@ -4698,31 +4863,15 @@ - - PRIM_GLOW is used to get or set the glow status of the face. - + Disables profiling + Enables memory profiling - - - 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'. + @@ -4730,78 +4879,21 @@ + + - - - - - - - - - - - - - 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. - + Used with llSetPhysicsMaterial to enable the density value. Must be between 0.0 and 1.0 - - 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" - + + + - +