LSLEditor/trunk/obj/Debug/LSLEditor.Resource.ConfLSL.xml
2010-05-02 06:09:20 +00:00

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<!--
/**
********
*
* ORIGIONAL CODE BASE IS Copyright (C) 2006-2010 by Alphons van der Heijden
* The code was donated on 4/28/2010 by Alphons van der Heijden
* To Brandon'Dimentox Travanti' Husbands & Malcolm J. Kudra which in turn Liscense under the GPLv2.
* In agreement to Alphons van der Heijden wishes.
*
* The community would like to thank Alphons for all of his hard work, blood sweat and tears.
* Without his work the community would be stuck with crappy editors.
*
* The source code in this file ("Source Code") is provided by The LSLEditor Group
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and LSLEditor Group. Terms of
* the GPL can be found in the gplv2.txt document.
*
********
* GPLv2 Header
********
* LSLEditor, a External editor for the LSL Language.
* Copyright (C) 2010 The LSLEditor Group.
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
********
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
********
*/
ZERO_VECTOR "#663366"
-->
<Conf color="#FFFFFF" slcolor="#C8D1CC">
<Words name="Comments" color="#FF7700" slcolor="#CC4D26">
<Word name="regex">//.*</Word>
</Words>
<Words name="Strings" color="#A0A0A0" slcolor="#003300">
<Word name="regex">
"[^"\\]* (?>\\.[^"\\]*)*"
</Word>
</Words>
<Words name="Operators" color="#777700" slcolor="#000000">
<Word name="regex">
\+\+|\-\-|\&lt;\&lt;|\&gt;\&gt;|\&lt;\=|\&gt;\=|\=\=|\!\=|\&amp;\&amp;|\|\||\+\=|\-\=|\*\=|\/\=|\%\=
</Word>
</Words>
<Words name="Digits" color="#FF0000" slcolor="#000000">
<Word name="regex">
[+-]?0x[\da-fA-F.p]+ | [-+]?\d* \.?\d+([eE][-+]?\d+)?
</Word>
</Words>
<Words name="Haakjes" color="#66cc66" slcolor="#000000">
<Word name="(" />
<Word name=")" />
<Word name="[" />
<Word name="]" />
<Word name="{" />
<Word name="}" />
</Words>
<Words icon="States" name="States" color="#0000ff" slcolor="#801A4D">
<Word name="default">
All scripts must have a
<font color="blue">default</font>
state,
which also must be the first state entered when the script starts.
If another state is defined before the default state,
the compiler will report a syntax error.
</Word>
<Word name="state" />
</Words>
<Words name="Defaults" color="#0000ff" slcolor="#0000CC">
<Word name="if" />
<Word name="else" />
<Word name="for" />
<Word name="while" />
<Word name="do" />
<Word name="jump" />
<Word name="return" />
<Word name="quaternion" />
</Words>
<Words icon="Class" name="Types" color="#007700" slcolor="#1A4D1A">
<Word name="integer" />
<Word name="float" />
<Word name="vector" />
<Word name="rotation" />
<Word name="key" />
<Word name="string" />
<Word name="list" />
</Words>
<Words icon="Functions" name="Appendix A. Linden Library Functions" color="#A00000" slcolor="#800026">
Complete listing of the Linden Library function calls available in lsl.
<Word name="llStringTrim">
string llStringTrim(string text, integer trim_type);
Outputs a string eliminating whitespace from the start and/or end of the specified string.
Constants for trim_type:
STRING_TRIM_HEAD: trim all leading spaces in text
STRING_TRIM_TAIL: trim all trailing spaces in text
STRING_TRIM: trim all leading and trailing spaces in text
<Argument name="text">string to trim</Argument>
<Argument name="trim_type" wild="STRING_TRI.*">
STRING_TRIM_HEAD,STRING_TRIM_TAIL or STRING_TRIM
</Argument>
</Word>
<Word name="llSetLinkPrimitiveParams">
void llSetLinkPrimitiveParams(integer linknumber, list rules);
Sets the parameters (or properties) of any linked prim in none step
</Word>
<Word name="llSetLinkTexture">
void llSetLinkTexture(integer linknumber, string texture, integer face);
Sets the texture of linked prims
</Word>
<Word name="llGetObjectPrimCount">
integer llGetObjectPrimCount(key id);
Returns the prim count for any object id in the same sim.
</Word>
<Word name="llGetParcelDetails">
list llGetParcelDetails(vector pos, list details);
Returns of a list of the details in the order they are in the details list,
for the parcel at pos. pos is in absolute region coordinates.
</Word>
<Word name="llGetParcelMaxPrims">
integer llGetParcelMaxPrims(vector pos, integer sim_wide);
</Word>
<Word name="llGetParcelPrimCount">
integer llGetParcelPrimCount(vector pos, integer category, integer sim_wide);
Returns the number of prims used on the parcel at pos which are in category.
If sim_wide is TRUE, it returns the number of objects
for the entire sim in the category specified.
If sim_wide is FALSE, it returns the number of objects
on this specific parcel in the category specified
<Argument name="pos">region coordinate</Argument>
<Argument name="category" wild="PARCEL_COUNT_.*">
a PARCEL_COUNT_* flag
</Argument>
<Argument name="sim_wide">Can be TRUE or FALSE</Argument>
</Word>
<Word name="llGetParcelPrimOwners">
list llGetParcelPrimOwners(vector pos);
Returns a strided list of keys and integers of up to 100
agents who own objects in the parcel at pos.
The list is formatted as
[ key agentKey1, integer agentCount1, key agentKey2, integer agentCount2, ... ],
sorted by agent key.
The integers are counts of the number of prims (not objects)
owned by the corresponding agents.
Sleeps the script for 2.0 seconds.
Function only works when the object owner is in the sim
(likely the reason it doesn't work when deeded to group).
</Word>
<Word name="llAbs">
integer llAbs(integer val);
Returns the absolute value of val.
</Word>
<Word name="llAcos">
float llAcos(float val);
Returns the arccosine in radians of val.
</Word>
<Word name="llAddToLandPassList">
llAddToLandPassList(key avatar, float hours);
Add avatar to the land pass list for hours.
</Word>
<Word name="llAdjustSoundVolume">
llAdjustSoundVolume(float volume);
Adjusts the volume of the currently playing attached sound started
with llPlaySound or llLoopSound.
This function Has no effect on sounds started with llTriggerSound.
</Word>
<Word name="llAllowInventoryDrop">
llAllowInventoryDrop(integer add);
If add == TRUE, users that do no have object modify permissions can
still drop inventory items onto object.
</Word>
<Word name="llAngleBetween">
float llAngleBetween(rotation a, rotation b);
Returns the angle in radians between rotations a and b.
</Word>
<Word name="llApplyImpulse">
llApplyImpulse(vector force, integer local);
Applies the impulse in local coordinates if local == TRUE.
Otherwise the impulse is applied in global coordinates.
This function only works on physical objects.
</Word>
<Word name="llApplyRotationalImpulse">
llApplyRotationalImpulse(vector force, integer local);
Applies a rotational impulse force in local coordinates if local == TRUE.
Otherwise the impulse is applied in global coordinates.
This function only works on physical objects.
</Word>
<Word name="llAsin">
float llAsin(float val);
Returns the arcsine in radians of val.
</Word>
<Word name="llAtan2">
float llAtan2(float y, float x);
returns the arctangent2 of y, x
</Word>
<Word name="llAttachToAvatar">
llAttachToAvatar(integer attachment);
Attach to avatar at point attachment.
Requires the PERMISSION_ATTACH runtime permission.
<Argument name="attachment" wild="ATTACH_.*" />
</Word>
<Word name="llAvatarOnSitTarget">
key llAvatarOnSitTarget(void);
If an avatar is sitting on the sit target, return the avatars key,
NULL_KEY otherwise. This only will detect
avatars sitting on sit targets defined with llSitTarget.
</Word>
<Word name="llAxes2Rot">
rotation llAxes2Rot(vector fwd, vector left, vector up);
Returns the rotation represented by coordinate axes fwd, left, and up.
</Word>
<Word name="llAxisAngle2Rot">
rotation llAxisAngle2Rot(vector axis, float angle);
Returns the rotation generated angle about axis.
</Word>
<Word name="llBreakAllLinks">
llBreakAllLinks(void);
Delinks all objects in the link set.
Requires the permission PERMISSION_CHANGE_LINKS be set.
</Word>
<Word name="llBreakLink">
llBreakLink(integer linknum);
Delinks the object with the given link number.
Requires permission PERMISSION_CHANGE_LINKS be set.
</Word>
<Word name="llCSV2List">
list llCSV2List(string src);
Create a list from a string of comma separated values specified in src.
</Word>
<Word name="llCeil">
integer llCeil(float val);
Returns largest integer value &gt;= val.
</Word>
<Word name="llCloud">
float llCloud(vector offset);
Returns the cloud density at the object position + offset.
</Word>
<Word name="llCollisionFilter">
llCollisionFilter(string name, key id, iteger accept);
If accept == TRUE, only accept collisions with objects name and id,
otherwise with objects not name or id.
Specify an empty string or NULL_KEY to not filter
on the corresponding parameter.
</Word>
<Word name="llCollisionSound">
llCollisionSound(string impact_sound, float impact_volume);
Suppress default collision sounds, replace default impact sounds
with impact_sound found in the object inventory.
Supply an empty string to suppress collision sounds.
</Word>
<Word name="llCollisionSprite">
llCollisionSprite(string impact_sprite);
Suppress default collision sprites, replace default impact sprite
with impact_sprite found in the object inventory.
Supply an empty string to just suppress.
</Word>
<Word name="llCos">
float llCos(float theta);
Returns the cosine of thetaradians.
</Word>
<Word name="llCreateLink">
llCreateLink(key target, integer parent);
Attempt to link object script is attached to and target.
Requires permission PERMISSION_CHANGE_LINKS be set.
If parent== TRUE, object script is attached to is the root.
<Argument name="target" />
<Argument name="parent" wild="TRUE|FALSE" />
</Word>
<Word name="llDeleteSubList">
list llDeleteSubList(list src, integer start, integer end);
Remove the slice from the list and return the remainder.
The start and end are inclusive, so 0, length -1 would delete the
entire list and 0,0 would delete the first list entry.
Using negative numbers for start and/or end causes the index to count
backwards from the length of the list, so 0,-1 would delete the entire
list. If start is larger than end the list deleted is the exclusion
of the entries, so 6,4 would delete the entire list except
for the 5th list entry.
</Word>
<Word name="llDeleteSubString">
string llDeleteSubString(string src, integer start, integer end);
Removes the indicated substring and returns the result.
The start and end are inclusive, so 0,length-1 would
delete the entire string and 0,0 would delete the first character.
Using negative numbers for start and/or end causes the index to
count backwards from the length of the string, so 0,-1 would
delete the entire string. If start is larger than end the sub string
is the exclusion of the entries, so 6,4 would delete the entire string
except for the 5th character.
</Word>
<Word name="llDetachFromAvatar">
llDetachFromAvatar(void);
Drop off of avatar.
</Word>
<Word name="llDetectedGrab">
vector llDetectedGrab(integer number);
Returns the grab offset of detected object number.
Returns &lt;0,0,0&gt; if number is not valid sensed object.
</Word>
<Word name="llDetectedKey">
key llDetectedKey(integer number);
Returns the key of detected object number.
Returns NULL_KEY if number is not valid sensed object.
</Word>
<Word name="llDetectedLinkNumber">
integer llDetectedLinkNumber(integer number);
Returns the link position of the triggered event for touches.
0 for a non-linked object, 1 for the root of a linked
object, 2 for the first child, etc.
</Word>
<Word name="llDetectedName">
string llDetectedName(integer number);
Returns the name of detected object number.
Returns empty string if number is not valid sensed object.
</Word>
<Word name="llDetectedOwner">
key llDetectedOwner(integer number);
Returns the key of detected number objects owner.
Returns invalid key if number is not valid sensed object.
</Word>
<Word name="llDetectedPos">
vector llDetectedPos(integer number);
Returns the position of detected object number.
Returns &lt;0,0,0&gt; if number is not valid sensed object.
</Word>
<Word name="llDetectedRot">
rotation llDetectedRot(integer number);
Returns the rotation of detected object number.
Returns &lt;0,0,0,1&gt; if number is not valid sensed object.
</Word>
<Word name="llDetectedType">
integer llDetectedType(integer number);
Returns the type (AGENT, ACTIVE, PASSIVE, SCRIPTED) of detected object
number. Returns 0 if number is not valid sensed object.
Note that number is a bitfield, so comparisons need to be a bitwise
and check. eg:
integer type = llDetectedType(0);
if (type and AGENT)
{
// ...do stuff with the agent
}
</Word>
<Word name="llDetectedVel">
vector llDetectedVel(integer number);
Returns the velocity of detected object number.
Returns &lt;0,0,0 and &gt;
if number is not valid sensed object.
</Word>
<Word name="llDialog">
llDialog(key avatar, string message, list buttons, integer channel);
Opens a "notify box" in the top-right corner of the given avatars
screen displaying the message. Up to four
buttons can be specified in a list of strings. When the player
clicks a button, the name of the button is chatted on
the specified channel. Channels work just like llSay(),
so channel 0 can be heard by everyone. The chat
originates at the objects position, not the avatars position. e.g.
llDialog(who, "Are you a boy or a girl?", [ "Boy", "Girl" ], 4913);
llDialog(who, "This shows only an OK button.", [], 192);
llDialog(who, "This chats so you can hear it.", ["Hooray"], 0);
</Word>
<Word name="llDie">
llDie(void);
Delete the object which holds the script.
</Word>
<Word name="llDumpList2String">
string llDumpList2String(list src, string separator);
Write the list out in a single string using separator between values.
</Word>
<Word name="llEdgeOfWorld">
integer llEdgeOfWorld(vector pos, vector dir);
Returns TRUE if the line along dir from poshits the edge
of the world in the current simulator and returns
FALSE if that edge crosses into another simulator.
</Word>
<Word name="llEjectFromLand">
llEjectFromLand(key pest);
Ejects pestfrom land that you own.
</Word>
<Word name="llEmail">
llEmail(string address, string subject, string message);
Sends email to addresswith subjectand message.
</Word>
<Word name="llEuler2Rot">
rotation llEuler2Rot(vector vec);
Returns the rotation represented by Euler Angle vec.
</Word>
<Word name="llFabs">
float llFabs(float val);
Returns the absolute value of val.
</Word>
<Word name="llFloor">
integer llFloor(float val);
Returns largest integer value&lt;= val.
</Word>
<Word name="llFrand">
float llFrand(float mag);
Returns a pseudo-random number between [0, mag).
</Word>
<Word name="llGetAccel">
vector llGetAccel(void);
Gets the acceleration.
</Word>
<Word name="llGetAttached">
integer llGetAttached(void);
Returns the object attachment point or 0 if not attached.
</Word>
<Word name="llGetAgentInfo">
integer llGetAgentInfo(key id);
Returns information about the given agent id. Returns a bitfield
of agent info constants.
</Word>
<Word name="llGetAgentSize">
vector llGetAgentSize(key id);
If the agent id is in the same sim as the object, returns
the size of the avatar.
</Word>
<Word name="llGetAlpha">
float llGetAlpha(integer face);
Returns the alpha of the given face. If faceis ALL_SIDES
the value returned is the mean average of all faces.
</Word>
<Word name="llGetAndResetTime">
float llGetAndResetTime(void);
Gets the time in seconds since creation and sets the time to zero.
</Word>
<Word name="llGetAnimation">
string llGetAnimation(key id);
Returns the currently playing animation for avatar id.
</Word>
<Word name="llGetCenterOfMass">
vector llGetCenterOfMass(void);
Returns the center of mass of the root object.
</Word>
<Word name="llGetColor">
vector llGetColor(integer face);
Returns the color of face as a vector of red, green, and blue values
between 0 and 1. If face is ALL_SIDES
the color returned is the mean average of each channel.
</Word>
<Word name="llGetDate">
string llGetDate(void);
Returns the current UTC date as YYYY-MM-DD.
</Word>
<Word name="llGetEnergy">
float llGetEnergy(void);
Returns how much energy is in the object as a percentage of maximum.
</Word>
<Word name="llGetForce">
vector llGetForce(void);
Returns the current force if the script is physical.
</Word>
<Word name="llGetFreeMemory">
integer llGetFreeMemory(void);
Returns the available heap space for the current script.
</Word>
<Word name="llGetInventoryKey">
key llGetInventoryKey(string name);
Returns the key of the inventory name.
</Word>
<Word name="llGetInventoryName">
string llGetInventoryName(integer type, integer number);
Get the name of the inventory item number of type.
Use the inventory constants to specify the type.
<Argument name="type" wild="INVENTORY_.*">inventory item type</Argument>
<Argument name="number">
inventory item number
</Argument>
</Word>
<Word name="llGetInventoryNumber">
integer llGetInventoryNumber(integer type);
Get the number of items of type in the object inventory.
Use the inventory constants to specify the type.
<Argument name="type" wild="INVENTORY_.*">inventory item type</Argument>
</Word>
<Word name="llGetKey">
key llGetKey(void);
Get the key for the object which has this script.
</Word>
<Word name="llGetLandOwnerAt">
key llGetLandOwnerAt(vector pos);
Returns the key of the land owner at posor NULL_KEY if public.
</Word>
<Word name="llGetLinkKey">
key llGetLinkKey(integer linknum);
Returns the key of linknumin the link set.
</Word>
<Word name="llGetLinkName">
string llGetLinkName(integer linknum);
Returns the name of linknumin the link set.
</Word>
<Word name="llGetLinkNumber">
integer llGetLinkNumber(void);
Returns what link number in a link set the for the object
which has this script. 0 means no link, 1 the root, 2 for
first child, etc.
</Word>
<Word name="llGetListEntryType">
integer llGetListEntryType(list src, integer index);
Returns the type of the variable at index in src.
</Word>
<Word name="llGetListLength">
integer llGetListLength(list src);
Returns the number of elements in src.
</Word>
<Word name="llGetLocalPos">
vector llGetLocalPos(void);
Returns the local position of a child object relative to the root.
</Word>
<Word name="llGetLocalRot">
rotation llGetLocalRot(void);
Returns the local rotation of a child object relative to the root.
</Word>
<Word name="llGetNextEmail">
llGetNextEmail(string address, string subject);
Get the next waiting email with appropriate addressand/or subject.
If the parameters are blank, they are not used for filtering.
</Word>
<Word name="llGetNotecardLine">
key llGetNotecardLine(string name, integer line);
This function fetches line number line of notecard name and returns
the data through the dataserver event. The line count starts at zero.
If the requested line is past the end of the notecard the dataserver
event will return the constant EOF string.
The key returned by this function is a unique identifier which will
be supplied to the dataserver event in the requested parameter.
</Word>
<Word name="llGetNumberOfSides">
integer llGetNumberOfSides(void);
Returns the number of sides of the current object which has the script.
</Word>
<Word name="llGetObjectName">
string llGetObjectName(void);
Returns the name of the object which has the script.
</Word>
<Word name="llGetOmega">
vector llGetOmega(void);
Returns the omega.
</Word>
<Word name="llGetOwner">
key llGetOwner(void);
Returns the owner of the object.
</Word>
<Word name="llGetOwnerKey">
key llGetOwnerKey(key id);
Returns the owner of object id.
</Word>
<Word name="llGetPermissions">
integer llGetPermissions(void);
Returns what permissions have been enabled.eg:
integer perm = llGetPermissions();
if((perm and PERMISSION_DEBIT) == PERMISSION_DEBIT)
{
// code goes here
}
</Word>
<Word name="llGetPermissionsKey">
key llGetPermissionsKey(void);
Returns avatar that has enabled permissions.
Returns NULL_KEY if not enabled.
</Word>
<Word name="llGetPos">
vector llGetPos(void);
Returns the position.
</Word>
<Word name="llGetRegionFPS">
llGetRegionFPS(void);
Returns the mean region frames per second.
</Word>
<Word name="llGetRegionName">
string llGetRegionName(void);
Returns the current region name.
</Word>
<Word name="llGetRegionTimeDilation">
float llGetRegionTimeDilation(void);
Returns the current time dilation as a float between 0 and 1.
</Word>
<Word name="llGetRot">
rotation llGetRot(void);
Returns the rotation.
</Word>
<Word name="llGetScale">
vector llGetScale(void);
Returns the scale.
</Word>
<Word name="llGetScriptName">
string llGetScriptName(void);
Returns the name of this script.
</Word>
<Word name="llGetStartParameter">
integer llGetStartParameter(void);
Returns the start parameter passed to llRezObject.
If the object was created from agent inventory, this function
returns 0.
</Word>
<Word name="llGetScriptState">
integer llGetScriptState(string name);
Resets TRUE if script nameis running
</Word>
<Word name="llGetStatus">
integer llGetStatus(integer status);
Returns the value of status.
The value will be one of the status constants.
</Word>
<Word name="llGetSubString">
string llGetSubString(string src, integer start, integer end);
Returns the indicated substring from src. The startand end are
inclusive, so 0,length-1 would capture the entire string and 0,0
would capture the first character. Using negative numbers for
start and/or end causes the index to count backwards from the length
of the string, so 0,-1 would capture the entire string.
If start is larger than end the sub string is the exclusion of the
entries, so 6,4 would give the entire string
except for the 5th character.
</Word>
<Word name="llGetSunDirection">
vector llGetSunDirection(void);
Returns the sun direction on the simulator.
</Word>
<Word name="llGetTexture">
string llGetTexture(integer face);
Returns the texture of faceif it is found in object inventory.
</Word>
<Word name="llGetTextureOffset">
vector llGetTextureOffset(integer side);
Returns the texture offset of sidein the x and y components of a vector.
</Word>
<Word name="llGetTextureRot">
float llGetTextureRot(integer side);
Returns the texture rotation of side.
</Word>
<Word name="llGetTextureScale">
vector llGetTextureScale(integer side);
Returns the texture scale of sidein the x and y components of a vector.
</Word>
<Word name="llGetTime">
float llGetTime(void);
Returns the time in seconds since creation of this script.
</Word>
<Word name="llGetTimeOfDay">
float llGetTimeOfDay(void);
Gets the time in seconds since midnight in Second Life.
</Word>
<Word name="llGetTorque">
vector llGetTorque(void);
Returns the torque if the script is physical.
</Word>
<Word name="llGetVel">
vector llGetVel();
Returns the velocity.
</Word>
<Word name="llGetWallclock">
float llGetWallclock(void);
Returns the time in seconds since simulator timezone midnight.
</Word>
<Word name="llGiveInventory">
llGiveInventory(key destination, string inventory);
Give the named inventory item to the keyed avatar or object in the
same simulator as the giver. If the recipient is an avatar,
the avatar then follows the normal procedure of accepting
or denying the offer. If the recipient is an object,
the same permissions apply as if you were dragging inventory
onto the object by hand, ie if llAllowInventoryDrop has been called
with TRUE, any other object can pass objects to its inventory.
</Word>
<Word name="llGiveInventoryList">
llGiveInventoryList(key destination, string category, list inventory);
Give the list of named inventory items to the keyed avatar or object
in the same simulator as the giver. If the recipient is an avatar,
the avatar then follows the normal procedure of accepting or denying
the offer. The offered inventory is then placed in a folder named
category in the recipients inventory. If the recipient is an object,
the same permissions apply as if you were dragging inventory onto the
object by hand, ie if llAllowInventoryDrop has been called with TRUE,
any other object can pass objects to its inventory.If the
recipient is an object, the category parameter is ignored.
</Word>
<Word name="llGiveMoney">
llGiveMoney(key destination, integer amount);
Transfer amountfrom the script owner to destination.
This call will fail if PERMISSION_DEBIT has not been set.
</Word>
<Word name="llGround">
float llGround(vector offset);
Retuns the ground hieght at the object position + offset.
</Word>
<Word name="llGroundContour">
vector llGroundContour(vector offset);
Retuns the ground contour at the object position + offset.
</Word>
<Word name="llGroundNormal">
vector llGroundNormal(vector offset);
Retuns the ground contour at the object position + offset.
</Word>
<Word name="llGroundRepel">
llGroundRepel(float height, integer water, float tau);
Critically damps to heightif within height* 0.5 of level.
The heightis above ground level if water
is FALSE or above the higher of land and water if water is TRUE.
</Word>
<Word name="llGroundSlope">
vector llGroundSlope(vector offset);
Returns the ground slope at the object position + offset.
</Word>
<Word name="llInsertString">
string llInsertString(string dst, integer position, string src);
Inserts src into dst at position and returns the result.
</Word>
<Word name="llInstantMessage">
llInstantMessage(key user, string message);
Send messageto the user as an instant message.
</Word>
<Word name="llKey2Name">
string llKey2Name(key id);
If object id is in the same simulator, return the name of the object.
</Word>
<Word name="llList2CSV">
string llList2CSV(list src);
Create a string of comma separated values from list.
</Word>
<Word name="llList2Float">
float llList2Float(list src, integer index);
Returns the float at index in the list src.
</Word>
<Word name="llList2Integer">
integer llList2Integer(list src, integer index);
Returns the integer at index in the list src.
</Word>
<Word name="llList2Key">
key llList2Key(list src, integer index);
Returns the key at index in the list src.
</Word>
<Word name="llList2List">
list llList2List(list src, integer start, integer end);
Returns the slice of the list from startto end from the list
srcas a new list. The startand end parameters
are inclusive, so 0,length-1 would copy the entire list and 0,0
would capture the first list entry. Using negative
numbers for startand/or end causes the index to count backwards
from the length of the list, so 0,-1 would
capture the entire list. If startis larger than end the list
returned is the exclusion of the entries, so 6,4 would
give the entire list except for the 5th entry.
</Word>
<Word name="llList2ListStrided">
list llList2ListStrided(list src, integer start, integer end, integer stride);
Copy the strided slice of src from start to end.
</Word>
<Word name="llList2Rot">
rotation llList2Rot(list src, integer index);
Returns the rotation at index in src.
</Word>
<Word name="llList2String">
string llList2String(list src, integer index);
Returns the string at index in src.
</Word>
<Word name="llList2Vector">
llList2Vector(list src, integer index);
Returns the vector at index in src.
</Word>
<Word name="llListFindList">
integer llListFindList(list src, list test);
Returns the position of the first instance of testin src.
Returns -1 if test is not in src.
</Word>
<Word name="llListInsertList">
list llListInsertList(list dest, list src, integer pos);
Returns the list created by inserting src into dest at pos.
</Word>
<Word name="llListRandomize">
list llListRandomize(list src, integer stride);
Returns srcrandomized into blocks of size stride.
If the length of srcdividided by strideis non-zero,
this function does not randomize the list.
</Word>
<Word name="llListSort">
list llListSort(list src, integer stride, integer ascending);
Returns src sorted into blocks of stride in ascending order if
ascending is TRUE. Note that sort only
works in the head of each sort block is the same type.
<Argument name="src">list to sort</Argument>
<Argument name="stride">
blocks of stride length
</Argument>
<Argument name="ascending" wild="TRUE|FALSE">
TRUE ascending sort result, FALSE = descending sort result
</Argument>
</Word>
<Word name="llListen">
integer llListen(integer channel, string name, key id, string msg);
Sets a listen event callback for msg on channel from name and
returns an identifier that can be used to
deactivate or remove the listen. The name, id and/or msg parameters
can be blank to indicate not to filter on
that argument. Channel 0 is the public chat channel that all avatars
see as chat text. Channels 1 to 2,147,483,648
are hidden channels that are not sent to avatars.
</Word>
<Word name="llListenControl">
llListenControl(integer number, integer active);
Make a listen event callback active or inactive. Pass in the value
returned from llListen to the number parameter
to specify which event you are controlling.
Use boolean values to spcify active
</Word>
<Word name="llListenRemove">
llListenRemove(integer number);
Removes a listen event callback. Pass in the value returned from
llListen to the number parameter to specify
which event you are removing.
</Word>
<Word name="llLookAt">
llLookAt(vector target, float strength, float damping);
Cause object to point the forward axis toward target.
Good strengthvalues are around half the mass of the
object and good damping values are less than 1/10th of the strength.
Asymmetrical shapes require smaller
damping. A strength of 0.0 cancels the look at.
</Word>
<Word name="llLoopSound">
llLoopSound(string sound, flaot volume);
Similar to llPlaySound, this function plays a sound attached to an
object, but will continuously loop that sound
until llStopSound or llPlaySound is called. Only one sound may be
attached to an object at a time. A second call
to llLoopSound with the same key will not restart the sound, but the
new volume will be used. This allows
control over the volume of already playing sounds. Setting the
volumeto 0 is not the same as calling
llStopSound; a sound with 0 volume will continue to loop.
To restart the sound from the beginning, call
llStopSound before calling llLoopSound again.
</Word>
<Word name="llLoopSoundMaster">
llLoopSoundMaster(string sound, flaot volume);
Behaviour is identical to llLoopSound, with the addition of marking
the source as a "Sync Master", causing
"Slave" sounds to sync to it. If there are multiple masters within
a viewers interest area, the most audible one (a
function of both distance and volume) will win out as the master.
The use of multiple masters within a small area
is unlikely to produce the desired effect.
</Word>
<Word name="llLoopSoundSlave">
llLoopSoundSlave(string sound, flaot volume);
Behaviour is identical to llLoopSound,
unless there is a "Sync Master" present. If a Sync Master is already
playing the Slave sound will begin playing from the same point
the master is in its loop syncronizing the loop
points of both sounds. If a Sync Master is started when the Slave
is already playing, the Slave will skip to the
correct position to sync with the Master.
</Word>
<Word name="llMakeExplosion">
llMakeExplosion(integer particles, float scale, float velocity, float lifetime,float arc, string texture, vector offset);
Make a round explosion of particles using texture from the objects inventory.
</Word>
<Word name="llMakeFire">
llMakeFire(integer particles, float scale, float velocity, float lifetime, float arc, string texture, vector offset);
Make fire particles using texturefrom the objects inventory.
</Word>
<Word name="llMakeFountain">
llMakeFountain(integer particles, float scale, float velocity, float lifetime, float arc, string texture, vector offset);
Make a fountain of particles using texturefrom the objects inventory.
</Word>
<Word name="llMakeSmoke">
llMakeSmoke(integer particles, float scale, float velocity, float lifetime, float arc, string texture, vector offset);
Make smoky particles using texturefrom the objects inventory.
</Word>
<Word name="llMessageLinked">
llMessageLinked(integer linknum, integer num, string str, key id);
Sends num, str, and id to members of the link set.
The linknumparameter is either the linked number
available through llGetLinkNumber or a link constant.
</Word>
<Word name="llMinEventDelay">
llMinEventDelay(float delay);
Set the minimum time between events being handled.
</Word>
<Word name="llModifyLand">
llModifyLand(integer action, integer size);
Modify land with action on size area.
The parameters can be chosen from the land constants.
<Argument name="action" wild="LAND_[^_]*">
LAND_LEVEL, LAND_RAISE, LAND_LOWER, LAND_SMOOTH, LAND_NOISE or LAND_REVERT
</Argument>
<Argument name="size" wild="LAND_.*_BRUSH">
LAND_SMALL_BRUSH, LAND_MEDIUM_BRUSH or LAND_LARGE_BRUSH
</Argument>
</Word>
<Word name="llMoveToTarget">
llMoveToTarget(vector target, float tau);
Critically damp to position targetin tau-seconds if the
script is physical. Good tau-values are greater than 0.2.
A tau of 0.0 stops the critical damping.
</Word>
<Word name="llOffsetTexture">
llOffsetTexture(float offset_s, float offset_t, integer face);
Sets the texture s and t offsets of face.
If faceis ALL_SIDES this function sets the texture offsets for
all faces.
</Word>
<Word name="llOverMyLand">
integer llOverMyLand(key id);
Returns TRUE if id is over land owned by the object owner,
FALSE otherwise.
</Word>
<Word name="llParseString2List">
list llParseString2List(string src, list separators, list spacers);
Breaks src into a list, discarding anything in separators,
keeping any entry in spacers. The
separators and spacers must be lists of strings with a maximum
of 8 entries each. So, if you had made the
call:
llParseString2List("Parsethisnow! I dare:you to.", ["this", "!", " "], [":"]);
You would get the list:
["Parse", "now", "I", "dare", ":", "you", "to"]
</Word>
<Word name="llParticleSystem">
llParticleSystem(list parameters);
Makes a particle system based on the parameter list.
The parametersare specified as an ordered list of
parameter and value. Valid parameters and their expected
values can be found in the particle system constants.
Here is a simple example:
llParticleSystem([PSYS_PART_FLAGS, PSYS_PART_WIND_MASK,
PSYS_PART_START_COLOR, &lt;1,0,0&gt;,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE]);
</Word>
<Word name="llPassCollisions">
llPassCollisions(integer pass);
If passis TRUE, land and object collisions are passed from
children on to parents.
</Word>
<Word name="llPassTouches">
llPassTouches(integer pass);
If passis TRUE, touches are passed from children on to parents.
</Word>
<Word name="llPlaySound">
llPlaySound(string sound, float volume);
Plays a sound once. The sound will be attached to an object and
follow object movement. Only one sound may
be attached to an object at a time, and attaching a new sound or
calling llStopSound will stop the previously
attached sound. A second call to llPlaySound with the same sound
will not restart the sound, but the new
volume will be used, which allows control over the volume
of already playing sounds. To restart the sound from
the beginning, call llStopSound before calling llPlaySound again.
</Word>
<Word name="llPlaySoundSlave">
llPlaySoundSlave(string sound, float volume);
Behaviour is identical to llPlaySound, unless there is
a "Sync Master" present. If a Sync Master is already
playing the Slave sound will not be played until the Master
hits its loop point and returns to the beginning.
llPlaySoundSlave will play the sound exactly once; if it is
desired to have the sound play every time the Master
loops, either use llLoopSoundSlave with extra silence padded
on the end of the sound or ensure that
llPlaySoundSlave is called at least once per loop of the Master.
</Word>
<Word name="llPointAt">
llPointAt(vector pos);
Make avatar that owns object point at pos.
</Word>
<Word name="llPow">
llPow(float base, float exp);
Returns baseraised to the exp.
</Word>
<Word name="llPreloadSound">
llPreloadSound(string sound);
Preloads sound from object inventory on nearby viewers.
</Word>
<Word name="llPushObject">
llPushObject(key id, vector impulse, vector angular_impulse, integer local);
Applies impulseand angular_impulseto object id.
</Word>
<Word name="llReleaseControls">
llReleaseControls(key avatar);
Stop taking inputs from avatar.
</Word>
<Word name="llRemoteLoadScript">
llRemoteLoadScript(key target, string name, integer running, integer param);
If the owner of the object this script is attached can modify target
and the objects are in the same region, copy
script nameonto target, if running == TRUE, start the script with param.
If namealready exists on target, it is replaced.
</Word>
<Word name="llRemoveInventory">
llRemoveInventory(string inventory);
Remve the name inventory item from the object inventory.
</Word>
<Word name="llRemoveVehicleFlags">
llRemoveVehicleFlags(integer flags);
Sets the vehicle flagsto FALSE. Valid parameters can be found in the vehicle flags constants section.
</Word>
<Word name="llRequestAgentData">
key llRequestAgentData(key id, integer data);
This function requests data about agent id. If and when the information
is collected, the dataserver event is
called with the returned key returned from this function passed in
the requested parameter. See the agent data
constants for details about valid values of dataand what each will
return in the dataserver event.
</Word>
<Word name="llRequestInventoryData">
key llRequestInventoryData(string name);
Requests data from object inventory item name. When data is available
the dataserver event will be raised with
the key returned from this function in the requested parameter.
The only request currently implemented is to
request data from landmarks, where the data returned is in the
form "&lt;float, float, float&gt;" which can be cast to a
vector. This position is in region local coordinates.
</Word>
<Word name="llRequestPermissions">
llRequestPermissions(key avatar, iteger perm);
Ask avatar to allow the script to do perm. The permparameter should
be a permission constant. Multiple
permissions can be requested simultaneously by oring the
constants together. Many of the permissions requests
can only go to object owner. This call will not stop script
execution -if the specified avatar grants the requested
permissions, the run_time_permissions event will be called.
</Word>
<Word name="llResetScript">
llResetScript(void);
Resets this script.
</Word>
<Word name="llResetOtherScript">
llResetOtherScript(string name);
Resets the script name.
</Word>
<Word name="llResetTime">
llResetTime(void);
Sets the internal timer to zero.
</Word>
<Word name="llRezObject">
llRezObject(string inventory, vector pos, vector vel, rotation rot, integer param);
Creates objects inventory object at position poswith velocity
veland rotation rot. The paramvalue
will be available to the newly created object in the on_rez
event or through the llGetStartParameter library
function. The velparameter is ignored if the rezzed object
is not physical.
</Word>
<Word name="llRot2Angle">
float llRot2Angle(rotation rot);
Returns the rotation angle represented by rot.
</Word>
<Word name="llRot2Axis">
vector llRot2Axis(rotation rot);
Returns the rotation axis represented by rot.
</Word>
<Word name="llRot2Euler">
vector llRot2Euler(rotation rot);
Returns the Euler Angle representation of rot.
</Word>
<Word name="llRot2Fwd">
vector llRot2Fwd(rotation rot);
Returns the forward axis represented by rot.
</Word>
<Word name="llRot2Left">
vector llRot2Left(rotation rot);
Returns the left axis represented by rot.
</Word>
<Word name="llRot2Up">
vector llRot2Up(rotation rot);
Returns the up axis represented by rot.
</Word>
<Word name="llRotBetween">
rotation llRotBetween(vector a, vector b);
Returns the rotation needed to rotate ato b.
</Word>
<Word name="llRotLookAt">
llRotLookAt(rotation rot, float strength, float damping);
Cause object to rotate to rot. Good strengthvalues are around
half the mass of the object and good
damping values are less than 1/10th of the strength.
Asymmetrical shapes require smaller damping.A
strengthof 0.0 cancels the look at.
</Word>
<Word name="llRotTarget">
integer llRotTarget(rotation rot, float error);
Set object rotation within error of rotationas a rotational
target and return an integer number for the
target. The number can be used in llRotTargetRemove.
</Word>
<Word name="llRotTargetRemove">
llRotTargetRemove(integer number);
Remove rotational target number.
</Word>
<Word name="llRotateTexture">
llRotateTexture(float radians, integer face);
Sets the texture rotation of faceto radians.
If faceALL_SIDES, rotate the texture of all faces.
</Word>
<Word name="llRound">
integer llRound(float val);
returns valrounded to the nearest integer.
</Word>
<Word name="llSameGroup">
integer llSameGroup(key id);
Returns TRUE if the object or agen id is in the same simulator
and has the same active group as this object.
Otherwise, returns FALSE.
</Word>
<Word name="llRegionSay">
llRegionSay(integer channel, string text);
Says the string text on channel number channel that can be heard
anywhere in the region by a script listening on channel.
<Argument name="channel">
Any integer value other than zero
</Argument>
<Argument name="text">
Message to be transmitted
</Argument>
</Word>
<Word name="llSay">
llSay(integer channel, string text);
<font color="red">Say text on channel.</font>
Channel 0 is the public chat channel that all
avatars see as chat text. Channels 1 to 2,147,483,648 are private
channels that are not sent to avatars but other scripts can listen
for through the llListen api.
<Argument name="channel">
Channel to use to say text on
</Argument>
<Argument name="text">Text to say</Argument>
</Word>
<Word name="llScaleTexture">
llScaleTexture(float horizontal, float vertical, integer side);
Sets the horizontal and vertical repeats per face on side.
If side == ALL_SIDES, all sides are set in one call.
Negative values for horizontal and vertical will flip the texture.
</Word>
<Word name="llScriptDanger">
integer llScriptDanger(vector pos);
Returns true if pos is over public land, land that doesnt allow everyone
to edit and build, or land that doesnt allow outside scripts.
</Word>
<Word name="llSensor">
llSensor(string name, key id, integer type, float range, float arc);
Performs a single scan for nameand id with typewithin
rangemeters and arcradians of forward vector.
Specifying a blank name or NULL_KEY id will not filter
results for any particular name or id A range of 0.0
does not perform a scan. The typeparameter should be an
object type constant vlaue.
</Word>
<Word name="llSensorRemove">
llSensorRemove(void);
Removes the sensor.
</Word>
<Word name="llSensorRepeat">
llSensorRepeat(string name, key id, integer type, float range, float arc, float rate);
Performs a repeating sensor scan for name and id with type
(AGENT, ACTIVE, PASSIVE, and/or SCRIPTED) within range meters and arc
radians of forward vector (name and/or id can be empty or 0).
A range of 0.0m does perform a scan. The parameters have the same
function as llSensor, except rate, which defines the number of
seconds between repeated sensor or no_sensor event calls.
</Word>
<Word name="llSetAlpha">
llSetAlpha(float alpha, integer face);
Sets the alpha value for face. If face is ALL_SIDES,
set the alpha to all faces. The alphavalue is interpreted
as an opacity percentage -1.0 is fully opaque, and 0.2 is
mostly transparent. This api will clamp alphavalues
less 0.1 to .1 and greater than 1.0 to 1.
</Word>
<Word name="llSetBuoyancy">
llSetBuoyancy(float buoyancy);
Set the object buoyancy. A value of 0 is none,
less than 1.0 sinks, 1.0 floats, and greater than 1.0 rises.
</Word>
<Word name="llSetCameraAtOffset">
llSetCameraAtOffset(vector offset);
Sets the camera at offset used in this object
if an avatar sits on it.
</Word>
<Word name="llSetCameraEyeOffset">
llSetCameraEyeOffset(vector offset);
Sets the camera eye offset used in this object if an avatar sits on it.
</Word>
<Word name="llSetColor">
llSetColor(vector color, integer face);
Sets the color of face. If face is ALL_SIDES, set the color to all faces.
</Word>
<Word name="llSetDamage">
llSetDamage(float damage);
Sets the amount of damage that will be done to an object
that this object hits. This object will be destoyed on
damaging another object.
</Word>
<Word name="llSetForce">
llSetForce(vector force, integer local);
If the object is physical, this function sets the force.
The vector is in loal coordinates if local is TRUE, global if
FALSE.
</Word>
<Word name="llSetForceAndTorque">
llSetForceAndTorque(vector force, vector torque, integer local);
If the object is physical, this function sets the forceand
torque. The vectors are in loal coordinates if local is
TRUE, global if FALSE.
</Word>
<Word name="llSetHoverHeight">
llSetHoverHeight(float height, float water, float tau);
Critically damps to a height. The height is above ground
and water if water is TRUE.
</Word>
<Word name="llSetLinkColor">
llSetLinkColor(integer linknumber, vector color, integer face);
Sets the color of the linked child specified by linknumber.
A value of 0 means no link, 1 the root, 2 for first
child, etc. If linknumber is ALL_SIDES, set the color
of all objects in the linked set. If faceis
ALL_SIDES, set the color of all faces.
</Word>
<Word name="llSetObjectName">
llSetObjectName(string name);
Sets the object name to name.
</Word>
<Word name="llSetPos">
llSetPos(vector pos);
If the object is not physical, this function sets the position
in region coordinates. If the object is a child, the
position is treated as root relative and the linked set is adjusted.
</Word>
<Word name="llSetRot">
llSetRot(rotation rot);
If the object is not physical, this function sets the rotation.
If the object is a child, the position is treated as root
relative and the linked set is adjusted.
</Word>
<Word name="llSetScale">
llSetScale(vector scale);
Sets the object scale.
</Word>
<Word name="llSetScriptState">
llSetScriptState(string name, integer run);
Control the state of a script on the object.
</Word>
<Word name="llSetSitText">
llSetSitText(string text);
Displays textrather than sit in viewer pie menu.
</Word>
<Word name="llSetSoundQueueing">
llSetSoundQueueing(integer queue);
Sets whether successive calls to llPlaySound, llLoopSound,
etc., (attached sounds) interrupt the playing sound.
The default for objects is FALSE. Setting this value to
TRUE will make the sound wait until the current playing
sound reaches its end. The queue is one level deep.
</Word>
<Word name="llSetStatus">
llSetStatus(integer status, integer value);
Sets the statusto value. Use status constants for the values of status.
</Word>
<Word name="llSetText">
llSetText(string text, vector color, float alpha);
Sets text that floats above object to text,
using the specified color and alpha.
</Word>
<Word name="llSetTexture">
llSetTexture(string texture, integer face);
Sets the texturefrom object inventory of face.
If face is ALL_SIDES, set the texture to all faces.
</Word>
<Word name="llSetTextureAnim">
llSetTextureAnim(integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate);
Animates a texture by setting the texture scale and offset.
The mode is a mask of texture animation constants.
You can only have one texture animation on an object,
calling llSetTextureAnim more than once on an object
will reset it.
You can only do one traditional animation, ROTATE or SCALE
at a time, you cannot combine masks. In the case
of ROTATE or SCALE, sizex and sizey are ignored, and startand
lengthare used as the start and
length values of the animation. For rotation, startand lengthare
in radians.
The facespecified which face to animate. If faceis ALL_SIDES,
all textures on the object are animated.
The sizex and sizey describe the layout of the frames within
the texture. sizex specifies how many
horizontal frames and sizey is how many vertical frames.
startis the frame number to begin the animation on. Frames
are numbered from left to right, top to bottom,
starting at 0.
lengthis the number of frames to animate. 0 means to animate
all frames after the start frame.
rateis the frame rate to animate at. 1.0 means 1 frame per
second, 10.0 means 10 frames per second, etc.
</Word>
<Word name="llSetTimerEvent">
llSetTimerEvent(float sec);
Sets the timer event to be triggered every secseconds.
Passing in 0.0 stops further timer events.
</Word>
<Word name="llSetTorque">
llSetTorque(vector torque, integer local);
If the object is physical, this function sets the torque.
The vector is in loal coordinates if local is TRUE, global
if FALSE.
</Word>
<Word name="llSetTouchText">
llSetTouchText(string text);
Displays textin viewer pie menu that acts as a touch.
</Word>
<Word name="llSetVehicleFlags">
llSetVehicleFlags(integer flags);
Sets the vehicle flagsto TRUE.
Valid parameters can be found in the vehicle flags constants section.
</Word>
<Word name="llSetVehicleFloatParam">
llSetVehicleFloatParam(integer param_name, float param_value);
Sets the vehicle floating point parameter param_nameto param_value.
Valid parameters and their expected
values can be found in the vehicle parameter constants section.
</Word>
<Word name="llSetVehicleType">
llSetVehicleType(integer type);
Activates the vehicle action and choose vehicle type.
Valid types and an explination of their characteristeics
can be found in the vehicle type constants section.
</Word>
<Word name="llSetVehicleRotationParam">
llSetVehicleRotationParam(integer param_name, rotation param_value);
Sets the vehicle rotation parameter param_nameto param_value.
Valid parameters can be found in the
vehicle parameter constants section.
</Word>
<Word name="llSetVehicleVectorParam">
llSetVehicleVectorParam(integer param_name, vector param_value);
Sets the vehicle vector parameter param_nameto param_value.
Valid parameters can be found in the
vehicle paramter constants section.
</Word>
<Word name="llShout">
llShout(integer channel, string text);
Shout texton channel. Channel 0 is the public chat channel that
all avatars see as chat text. Channels 1 to
2,147,483,648 are private channels that are not sent to
avatars but other scripts can listen for through the llListen api.
</Word>
<Word name="llSin">
float llSin(float theta);
Returns the sine of thetain radians.
</Word>
<Word name="llSitTarget">
llSitTarget(vector offset, rotation rot);
Set the sit location for this object. If offset == ZERO_VECTOR
clear the sit target.
</Word>
<Word name="llSleep">
llSleep(float sec);
Puts the script to sleep for secseconds.
</Word>
<Word name="llSqrt">
float llSqrt(float val);
Returns the square root of val. If valis less than 0.0,
this function returns 0.0 and raises a math runtime error.
</Word>
<Word name="llStartAnimation">
llStartAnimation(string anim);
This function starts animation anim for the avatar that owns the object.
</Word>
<Word name="llStopAnimation">
llStopAnimation(string anim);
Stop animation animfor avatar that owns object.
</Word>
<Word name="llStopHover">
llStopHover(void);
Stop hover to a height.
</Word>
<Word name="llStopLookAt">
llStopLookAt(void);
Stop causing object to look at target.
</Word>
<Word name="llStopMoveToTarget">
llStopMoveToTarget(void);
Stops critically damped motion.
</Word>
<Word name="llStopPointAt">
llStopPointAt(void);
Stop avatar that owns object pointing.
</Word>
<Word name="llStopSound">
llStopSound(void);
Stops a currently playing attached sound started with
llPlaySound or llLoopSound. Has no effect on sounds
started with llTriggerSound.
</Word>
<Word name="llStringLength">
integer llStringLength(string src);
Returns the number of characters in src.
</Word>
<Word name="llSubStringIndex">
integer llSubStringIndex(string source, string pattern);
Finds index in source where pattern first appears.
Returns -1 if no match is found found.
</Word>
<Word name="llTakeControls">
llTakeControls(integer controls, integer accept, integer pass_on);
If (accept== (controls and input)), send input to object.
If the boolean pass_onis TRUE, also send input
to avatar.
</Word>
<Word name="llTan">
float llTan(float theta);
Returns the tangent of thetaradians.
</Word>
<Word name="llTarget">
integer llTarget(vector position, float range);
Set object position within rangeof positionas a target
and returns an integer ID for the target.
</Word>
<Word name="llTargetOmega">
llTargetOmega(vector axis, float spinrate, float gain);
Attempt to spin at spinratewith strength gainon axis.
A spinrateof 0.0 cancels the spin. This
function always works in object local coordinates.
</Word>
<Word name="llTargetRemove">
llTargetRemove(integer tnumber);
Remove target number tnumber.
</Word>
<Word name="llTeleportAgentHome">
llTeleportAgentHome(key id);
Teleport agent on the owners land to agents home location.
</Word>
<Word name="llToLower">
string llToLower(string src);
Returns src in all lower case.
</Word>
<Word name="llToUpper">
string llToUpper(string src);
Returns src in all upper case.
</Word>
<Word name="llTriggerSound">
llTriggerSound(string sound, float volume);
Plays a transient sound NOT attached to an object.
The sound plays from a stationary position located at the
center of the object at the time of the trigger.
There is no limit to the number of triggered sounds which can be
generated by an object, and calling llTriggerSound does not affect
the attached sounds created by llPlaySound
and llLoopSound. This is very useful for things like collision noises,
explosions, etc. There is no way to stop or
alter the volume of a sound triggered by this function.
</Word>
<Word name="llTriggerSoundLimited">
llTriggerSoundLimited(string sound, float volume, vector tne, vector bsw);
Plays a transient sound NOT attached to an object with its
audible range limited by the axis aligned bounding
box define by tne(top-north-eash) and bsw (bottom-south-west).
The sound plays from a stationary position
located at the center of the object at the time of the trigger.
There is no limit to the number of triggered sounds
which can be generated by an object, and calling llTriggerSound
does not affect the attached sounds created by
llPlaySound and llLoopSound. This is very useful for things
like collision noises, explosions, etc. There is no
way to stop or alter the volume of a sound triggered by this function.
</Word>
<Word name="llUnSit">
llUnSit(key id);
If agent identified by id is sitting on the object the script
is attached to or is over land owned by the objects
owner, the agent is forced to stand up.
</Word>
<Word name="llVecDist">
float llVecDist(vector a, vector b);
Returns the distance from ato b
</Word>
<Word name="llVecMag">
float llVecMag(vector vec);
Returns the magnitude of vec.
</Word>
<Word name="llVecNorm">
vector llVecNorm(vector vec);
Returns normalized vec.
</Word>
<Word name="llVolumeDetect">
llVolumeDetect(integer detect);
When detect = TRUE, this makes the entire link set the script
is attached to phantom but if another object
interpenetrates it, it will get a collision_start event.
When an object stops interpenetrating, a collision_end event
is generated. While the other is interpenetrating,
collision events are NOT generated. The script must be applied
to the root object of the link set to get the collision events.
Collision filters work normally.
</Word>
<Word name="llWater">
float llWater(vector offset);
Returns the water height at the object position + offset.
</Word>
<Word name="llWhisper">
llWhisper(integer channel, string text);
Whisper texton channel. Channel 0 is the public chat channel that
all avatars see as chat text. Channels 1 to 2,147,483,648 are
private channels that are not sent to avatars but other scripts
can listen for through the llListen api.
</Word>
<Word name="llWind">
vector llWind(vector offset);
Returns the wind velocity below the object position + offset.
</Word>
<Word name="llAddToLandBanList">
llAddToLandBanList(key agent, float hours);
Adds agent to the parcel ban list for the specified number of hours.
A value of 0 for hours will add agent indefinitely.
The smallest value hours will accept is 0.01;
anything smaller will be seen as 0.
When values that small are used, it seems the function bans
in 30 second increments (Probably 36 second increments,
as 0.01 of an hour is 36 seconds).
Residents teleporting to a parcel where they are banned
will be redirected to a neighboring parcel.
</Word>
<Word name="llBase64ToInteger">
integer llBase64ToInteger(string str);
Little endian decode the 8 character Base64 string str into an integer.
</Word>
<Word name="llBase64ToString">
string llBase64ToString(string str);
Converts a Base 64 string to a conventional string.
If the conversion creates any unprintable characters, they are converted to question marks (this behavior is different then llUnescapeURL).
</Word>
<Word name="llClearCameraParams">
llClearCameraParams();
Resets all camera parameters to default values and turns
off scripted camera control.
</Word>
<Word name="llCloseRemoteDataChannel">
llCloseRemoteDataChannel(key channel);
Closes XML-RPC channel.
</Word>
<Word name="llDetectedGroup">
integer llDetectedGroup(integer number);
Returns TRUE if detected object or agent number has the same
user group active as this object.
It will return FALSE if the object or agent is in the group,
but the group is not active.
</Word>
<Word name="llEscapeURL">
string llEscapeURL(string url);
Returns the string that is the URL-escaped version of url
(replacing spaces with %20, etc).
This function returns the UTF-8 encoded escape codes
for selected characters.
</Word>
<Word name="llForceMouselook">
llForceMouselook(integer mouselook);
After calling this function with mouselook set to TRUE,
any agent sitting down on the prim will be forced into mouselook.
Just like llSitTarget, this changes a permanent property
of the prim (not the object) and needs to be reset by calling
this function with mouselook set to FALSE in order to disable it.
</Word>
<Word name="llGetAnimationList">
list llGetAnimationList(key id);
Returns a list of keys of all playing animations for avatar id.
</Word>
<Word name="llGetBoundingBox">
list llGetBoundingBox(key object);
Returns the bounding box around the object or avatar with
the key object (including any linked prims) relative to the
root prim, in a list: [ (vector) min_corner, (vector) max_corner ]
</Word>
<Word name="llGetCameraPos">
vector llGetCameraPos();
Returns the position of the camera of the user that granted the
script PERMISSION_TRACK_CAMERA. If no user has granted the permission,
it returns ZERO_VECTOR.
</Word>
<Word name="llGetCameraRot">
rotation llGetCameraRot();
Returns the rotation of the camera of the user who's granted
this script PERMISSION_TRACK_CAMERA. If no user has granted the
permission, it returns ZERO_ROTATION. The key of the user whose
camera is being tracked can be obtained using llGetPermissionsKey.
</Word>
<Word name="llGetCreator">
key llGetCreator();
Returns the key of the object's original creator. Similar to llGetOwner.
</Word>
<Word name="llGetGeometricCenter">
vector llGetGeometricCenter();
Returns the geometric center of the linked set the
script is in relative to the object's position
(the position of the root prim of a linked set).
To get the object's position, use llGetPos.
</Word>
<Word name="llGetGMTclock">
float llGetGMTclock();
Gets the time in seconds since midnight in GMT/UTC.
</Word>
<Word name="llGetInventoryCreator">
key llGetInventoryCreator(string item);
This function returns the UUID of the creator of item.
If item is not found in inventory,
the object says "No item named 'name' ".
</Word>
<Word name="llGetInventoryPermMask">
integer llGetInventoryPermMask(string item, integer mask);
Returns the requested permission mask for the inventory
item defined by item. If item is not in the object's inventory,
llGetInventoryPermMask returns 0 and causes the object to
say "No item named '&lt;item&gt;'", where "&lt;item&gt;" is item.
If this is used to determine whether or not an inventory item
exists within the object, it will have the side effect of spamming chat.
<Argument name="item">inventory item</Argument>
<Argument name="mask" wild="MASK_.*">
MASK_BASE, MASK_OWNER,MASK_GROUP, MASK_EVERYONE or MASK_NEXT
</Argument>
</Word>
<Word name="llGetInventoryType">
integer llGetInventoryType(string name);
Returns the type of the inventory item name.
Remember, like the other inventory functions, llGetInventoryType
is case-sensitive.
</Word>
<Word name="llGetMass">
float llGetMass();
Returns the scripted object's mass. When called from a script
in a linkset, the parent will return the sum of the linkset weights,
while a child will return just its own mass. When called from
a script inside an attachment, this function will return the mass
of the avatar it's attached to, not its own.
</Word>
<Word name="llGetNumberOfNotecardLines">
key llGetNumberOfNotecardLines(string name);
Returns number of lines in the notecard name via the dataserver event.
(Cast the value returned by the dataserver to an integer.)
The key returned is a query id for identifying the dataserver reply.
</Word>
<Word name="llGetNumberOfPrims">
integer llGetNumberOfPrims();
Returns the number of prims in (and avatars seated on)
the object the script is in.
</Word>
<Word name="llGetObjectDesc">
string llGetObjectDesc();
Returns the description of the scripted object/prim.
You can set the description using llSetObjectDesc.
</Word>
<Word name="llGetObjectMass">
float llGetObjectMass(key id);
Gets the mass of the object or avatar corresponding to id.
</Word>
<Word name="llGetObjectPermMask">
integer llGetObjectPermMask(integer mask);
Returns the requested permission mask for the root object
the task is attached to.
<Argument name="mask" wild="MASK_.*" />
</Word>
<Word name="llGetParcelFlags">
integer llGetParcelFlags(vector pos);
Returns a bitfield specifying the parcel flags
(PARCEL_FLAG_*) for the parcel under the position pos.
</Word>
<Word name="llGetPrimitiveParams">
list llGetPrimitiveParams(list params);
Returns primitive parameters specified in the params list.
</Word>
<Word name="llGetRegionCorner">
vector llGetRegionCorner();
Returns the RegionCorner of the simulator containing the task.
</Word>
<Word name="llGetRegionFlags">
integer llGetRegionFlags();
Returns a bitfield specifying the region flags
(REGION_FLAG_*) for the region the object is in.
</Word>
<Word name="llGetRootPosition">
vector llGetRootPosition();
Gets the position (in region coordinates)
of the root/parent prim of the object containing the script.
This is used to allow a child prim to determine where the root is.
</Word>
<Word name="llGetRootRotation">
rotation llGetRootRotation();
Gets the global rotation of the root object of the
object script is attached to.
</Word>
<Word name="llGetSimulatorHostname">
string llGetSimulatorHostname();
Returns the host name (server) of the sim
in which the scripted object is located.
For example, "sim225.agni.lindenlab.com".
</Word>
<Word name="llGetTimestamp">
string llGetTimestamp();
Returns the current time-and-date (a timestamp)
in the format YYYY-MM-DDThh:mm:ss.ff..fZ,
for example: 2004-08-27T00:56:21.785886Z
The letter Z stands for Zulu,
the military time zone name for UTC. T is just
a separator between date and time.
</Word>
<Word name="llGetUnixTime">
integer llGetUnixTime();
Returns the number of seconds elapsed since 00:00 hours,
Jan 1, 1970 UTC from the system clock.
In UNIX terms, time_t. This is great for a monotonic
source of time that ticks once a second.
</Word>
<Word name="llHTTPRequest">
key llHTTPRequest(string url, list parameters, string body);
Sends HTTP request to url with the specified body and parameters.
url must always be a valid HTTP or HTTPS URL, pointing to a
location outside the Linden Lab and Second Life servers.
</Word>
<Word name="llIntegerToBase64">
string llIntegerToBase64(integer number);
Encodes number as an 8-character Base64 string.
</Word>
<Word name="llListReplaceList">
list llListReplaceList(list dest, list src, integer start, integer end);
Returns a list replacing the slice of the list dest from
start to end with the list src. start and end are inclusive,
so 0, 1 would replace the first two entries
and 0, 0 would replace only the first list entry.
</Word>
<Word name="llListStatistics">
float llListStatistics(integer operation, list input);
This function allows a script to perform a statistical
operation as defined by operation on a list composed
of integers and floats.
<Argument name="operation" wild="LIST_STAT_.*">
One of LIST_STAT_* values
</Argument>
</Word>
<Word name="llLoadURL">
llLoadURL(key avatar_id, string message, string url);
llLoadURL displays a dialog box to the user offering
to load a web page using the default web browser.
</Word>
<Word name="llLog">
float llLog(float val);
Returns the base e (natural) logarithm of val (value).
</Word>
<Word name="llLog10">
float llLog10(float val);
Returns the base 10 (common) logarithm of val (value).
</Word>
<Word name="llMapDestination">
llMapDestination(string simname, vector position, vector lookat);
Shows a given location on the map.
Works in attachments, or during touch events.
Currently the function will open the map window whenever it is called.
There is no way to simply set the map position without
opening the window.
</Word>
<Word name="llMD5String">
string llMD5String(string src, integer nonce);
Performs a RSA Data Security, Inc. MD5 Message-Digest
Algorithm on string with nonce (also known as salt).
Returns a 32-character hex string. (128-bit in binary.)
</Word>
<Word name="llModPow">
integer llModPow(integer a, integer b, integer c);
Returns a raised to the b power, mod c. ( (a ^ b)%c ).
b is capped at 0xFFFF (16 bits).
</Word>
<Word name="llOpenRemoteDataChannel">
llOpenRemoteDataChannel();
Creates a channel to listen for XML-RPC calls.
Will trigger a remote_data event with type = REMOTE_DATA_CHANNEL
and a channel ID (key) once it is available.
This channel ID must be referenced in the XML-RPC call
to the script (from the outside internet)--
so the key must somehow get to the scripter's XML-RPC client,
most often via llEmail, llHttpRequest or llLoadUrl.
</Word>
<Word name="llOwnerSay">
llOwnerSay(string message);
Says message to only the owner of the object running the script
if the owner has been within the object's simulator since
logging into Second Life, regardless of where they may be are in-world.
</Word>
<Word name="llParcelMediaCommandList">
llParcelMediaCommandList(list command_list);
Playing QuickTime movies (you have to own the land).
</Word>
<Word name="llParcelMediaQuery">
list llParcelMediaQuery(list query_list);
Queries the texture and/or URL for QuickTime-playable
video on the land parcel.
This function will only work if the script is contained
within an object owned by the landowner (or if the land
is owned by a group, only if the object has been deeded
to the group). It will not work for group land if the
object owner is a member of the group. The object
actually has to be owned by the group.
</Word>
<Word name="llParseStringKeepNulls">
list llParseStringKeepNulls(string src, list separators, list spacers);
llParseStringKeepNulls works almost exactly the same as
llParseString2List, except that if a null is found
it will add a null string instead of discarding it
like llParseString2List does.
</Word>
<Word name="llReleaseCamera">
llReleaseCamera(key agent);
A FollowCam function that returns the camera to the
key agent after permission to change it with
llSetCameraParams has been granted via
llRequestPermissions(agent_key, PERMISSION_CONTROL_CAMERA).
</Word>
<Word name="llRemoteDataReply">
llRemoteDataReply(key channel, key message_id, string sdata, integer idata);
Send an XML-RPC reply to the request with message_id
on channel with payload of string sdata and integer idata.
The size of sdata is limited to 254 characters.
</Word>
<Word name="llRemoteDataSetRegion">
llRemoteDataSetRegion();
does not work!
</Word>
<Word name="llRemoteLoadScriptPin">
llRemoteLoadScriptPin(key target, string name, integer pin, integer running, integer start_param);
If the owner of the object containing this script can modify
the object identified by the key target, and if the pin matches
the PIN previously set using llSetRemoteScriptAccessPin
(on the target prim), then the script name will be copied into target.
</Word>
<Word name="llRemoveFromLandBanList">
llRemoveFromLandBanList(key avatar);
Remove avatar from the land parcel ban list.
</Word>
<Word name="llRemoveFromLandPassList">
llRemoveFromLandPassList(key avatar);
Remove avatar from the land parcel pass list.
</Word>
<Word name="llResetLandBanList">
llResetLandBanList(void)
Removes all residents from the land ban list.
</Word>
<Word name="llResetLandPassList">
llResetLandPassList(void)
Removes all residents from the land access/pass list.
</Word>
<Word name="llRequestSimulatorData">
key llRequestSimulatorData(string simulator, integer data);
Requests data about the sim with the name simulator.
simulator is case-insensitive.
Returns a dataserver query ID and triggers the dataserver
event when data is found. The sim name is usually not case-sensitive,
but sometimes will return data for a similarly-named sim
if the supplied case doesn't match the intended sim's actual name.
</Word>
<Word name="llRezAtRoot">
llRezAtRoot(string inventory, vector pos, vector vel, rotation rot, integer param);
Rezzes object's inventory item named inventory at
pos with velocity vel and rotation rot with start parameter param.
</Word>
<Word name="llSendRemoteData">
key llSendRemoteData(key channel, string dest, integer idata, string sdata);
Send an XML-RPC request to dest (probably an URL)
through channel with payload of channel (in a string),
integer idata and string sdata.
</Word>
<Word name="llSetCameraParams">
llSetCameraParams(list rules);
Sets multiple camera parameters at once.
List format is [rule1, value1, rule2, value2 . . . ruleN, valueN]
</Word>
<Word name="llSetLinkAlpha">
llSetLinkAlpha(integer linknumber, float alpha, integer face);
Sets the side number face on the linked child linknumber
to the transparency alpha.
</Word>
<Word name="llSetLocalRot">
llSetLocalRot(rotation rot);
Sets the rotation of a child prim relative to the root prim.
</Word>
<Word name="llSetObjectDesc">
llSetObjectDesc(string name);
Sets the description of the scripted prim to name.
You can get the description using llGetObjectDesc.
The description is limited to 127 characters.
</Word>
<Word name="llSetParcelMusicURL">
llSetParcelMusicURL(string url)
Sets the streaming audio URL for the parcel the
scripted object is on (the object must be owned
by the owner of the parcel, if the parcel is group
owned the object must be owned by that group).
</Word>
<Word name="llSetPayPrice">
llSetPayPrice(integer price, list quick_pay_buttons);
Sets the values of the buttons and the text box default
for the Pay dialog -- when a user right-clicks on
the object and selects "Pay", llSetPayPrice will affect
what buttons exist, what their values are, and whether
or not there is a manual payment text entry box.
</Word>
<Word name="llSetPrimitiveParams">
llSetPrimitiveParams(list rule);
This function changes the many properties (or "parameters")
of a prim in one operation. The parameter is a list of changes.
(Don't confuse prim parameters with function parameters.)
</Word>
<Word name="llSetRemoteScriptAccessPin">
llSetRemoteScriptAccessPin(integer pin);
If pin is set to a non-zero number, the task will accept
remote script loads via llRemoteLoadScriptPin
if passed the matching PIN.
Otherwise llRemoteLoadScriptPin is ignored
</Word>
<Word name="llStringToBase64">
string llStringToBase64(string str);
Converts a string to the Base 64 representation of the string.
</Word>
<Word name="llUnescapeURL">
string llUnescapeURL(string url);
Returns the string that is the URL unescaped version
of url, replacing "%20" with spaces, etc.
The function can output raw UTF-8 strings.
</Word>
<Word name="llXorBase64StringsCorrect">
string llXorBase64StringsCorrect(string s1, string s2)
Performs an xor on two Base64 strings and returns a Base64 string.
s2 repeats if it is shorter than s1.
This function is for encrypting data. Put your data in s1 and
your key in s2 to encrypt or put the encrypted data into s1
with the same key in s2 to decrypt again.
</Word>
<Word name="llSetInventoryPermMask">
llSetInventoryPermMask(string item, integer mask, integer value);
Sets the given permission mask to the new value on the inventory item.
</Word>
<Word name="llSetObjectPermMask">
llSetObjectPermMask(integer mask, integer value);
Sets the given permission mask to the new value on the root object
the task is attached to.
</Word>
<Word name="llSetSoundRadius">
llSetSoundRadius(float radius);
Establishes a hard cut-off radius for audibility of scripted
sounds (both attached and triggered)
</Word>
<Word name="llTakeCamera">
llTakeCamera(key avatar);
Move avatar's viewpoint to task
</Word>
<Word name="llGetObjectDetails">
list llGetObjectDetails(key id, list params);
Returns a list of the details specified in params for the object with key id.
<Argument name="id">
prim or avatar UUID that is in the same region
</Argument>
<Argument name="params">
list of OBJECT_* flags
</Argument>
</Word>
<Word name="llSetClickAction">
llSetClickAction(integer action);
Sets the action performed when a prim is clicked upon.
<Argument name="action" wild="CLICK_ACTION_.*">
a CLICK_ACTION_* flag
</Argument>
</Word>
<Word name="llGetRegionAgentCount">
integer llGetRegionAgentCount();
Returns an integer that is the number of avatars in the region.
</Word>
<Word name="llTextBox">
llTextBox( key avatar, string message, integer chat_channel );
*** Pre-release Documentation Warning ***
Shows a dialog box on avatar's screen with the text message.
It contains a text box for input, any text that is entered
is said on chat_channel when the "OK" button is clicked.
</Word>
<Word name="llGetAgentLanguage">
string llGetAgentLanguage( key avatar );
Returns a string that is the language code of the preferred
interface language of the user avatar.
</Word>
<Word name="llDetectedTouchUV">
vector llDetectedTouchUV( integer index );
Returns a vector that is the texture coordinates for where
the prim was touched. The x and y vector positions contain
the u and v face coordinates respectively.
TOUCH_INVALID_TEXCOORD is returned
when the touch UV coordinates cannot be determined.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llDetectedTouchFace">
integer llDetectedTouchFace( integer index );
Returns an integer that is the index of the face the avatar clicked on.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llDetectedTouchPos">
vector llDetectedTouchPos( integer index );
Returns a vector that is the position where the object
was touched in region coordinates, unless it is attached to
the HUD, in which case it returns the position relative
to the attach point.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llDetectedTouchNormal">
vector llDetectedTouchNormal( integer index );
Returns a vector that is the surface normal
(perpendicular to the surface) where the touch event was triggered.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llDetectedTouchBinormal">
vector llDetectedTouchBinormal( integer index );
Returns a vector that is the surface binormal
(tangent to the surface) where the touch event was triggered.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llDetectedTouchST">
vector llDetectedTouchST( integer index );
Returns a vector that is the surface coordinates for where the prim was touched.
The x and y vector positions contain the horizontal (s) and vertical (t) face
coordinates respectively.
Each component is in the interval [0.0, 1.0].
TOUCH_INVALID_TEXCOORD is returned when the surface coordinates cannot be determined.
<Argument name="index">
Index of detection information
</Argument>
</Word>
<Word name="llSHA1String">
string llSHA1String( string src );
*** Pre-release Documentation Warning ***
Returns a string of 40 hex characters that is the SHA1 security hash of src.
</Word>
<Word name="llGetFreeURLs">
integer llGetFreeURLs( );
</Word>
<Word name="llRequestURL">
key llRequestURL( );
</Word>
<Word name="llRequestSecureURL">
key llRequestSecureURL( );
</Word>
<Word name="llReleaseURL">
llReleaseURL( string url );
</Word>
<Word name="llHTTPResponse">
llHTTPResponse( key request_id, integer status, string body );
</Word>
<Word name="llGetHTTPHeader">
llHTTPResponse( key request_id, integer status, string body );
</Word>
</Words>
<Words icon="Events" name="Appendix B. Events" color="#00A0A0" slcolor="#004D80">
Every state must have at least one handler. You can choose to
handle an event by defining one of the the reserved
event handlers named here.
<Word name="at_target" args="integer tnum,vector targetpos,vector ourpos">
at_target(integer tnum, vector targetpos, vector ourpos);
This event handler is triggered when the scripted object comes within
a defined range of the target position targetpos
(defined by the llTarget function call).
</Word>
<Word name="at_rot_target" args="integer number,rotation target_rotation,rotation our_rotation">
at_rot_target(integer number, rotation target_rotation, rotation our_rotation);
This event is triggered when a script comes within a defined
angle of a target rotation. The range is set by a call
to llRotTarget.
</Word>
<Word name="not_at_rot_target">
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.
</Word>
<Word name="not_at_target">
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.
</Word>
<Word name="attach" args="key attached">
attach(key attached);
This event is triggered whenever a object with this script is
attached or detached from an avatar. If it is attached,
attached is the key of the avatar it is attached to, otherwise
attached is NULL_KEY.
</Word>
<Word name="changed" args="integer change">
changed(integer change);
Triggered when various events change the object. The change
argument will be a bitfield of change constants.
</Word>
<Word name="collision" args="integer total_number">
collision(integer total_number);
This event is raised while another object is colliding with
the object the script is attached to. The number of
detected objects is passed to the script. Information on
those objects may be gathered via the llDetected* library
functions.
(Collisions are also generated if a user walks into an object.)
</Word>
<Word name="collision_end" args="integer total_number">
collision_end(integer total_number);
This event is raised when another object stops colliding with
the object the script is attached to. The number of
detected objects is passed to the script. Information on those
objects may be gathered via the llDetected* library
functions.
(Collisions are also generated if a user walks into an object.)
</Word>
<Word name="collision_start" args="integer total_number">
collision_start(integer total_number);
This event is raised when another object begins to collide with
the object the script is attached to. The number of
detected objects is passed to the script. Information on
those objects may be gathered via the llDetected* library
functions.
(Collisions are also generated if a user walks into an object.)
</Word>
<Word name="control" args="key name, integer levels, integer edges">
control(key name, integer levels, integer edges);
Once a script has the ability to grab control inputs from the avatar,
this event will be used to pass the commands
into the script. The levelsand edgesare bitfields
of control constsants.
</Word>
<Word name="dataserver" args="key requested, string data">
dataserver(key requested, string data);
This event is triggered when the requested data is returned
to the script. Data may be requested by the
llRequestAgentData, the llRequestInventoryData,
and the llGetNotecardLine function calls.
</Word>
<Word name="email" args="string time, string address, string subject, string body, integer remaining">
email(string time, string address, string subject, string body, integer remaining);
This event is triggered when an email sent to this script arrives.
The remaining tells how many more emails are known as still pending.
</Word>
<Word name="land_collision" args="vector position">
land_collision(vector position);
This event is raised when the object the script is attached
to is colliding with the ground.
</Word>
<Word name="land_collision_end" args="vector position">
land_collision_end(vector position);
This event is raised when the object the script is attached
to stops colliding with the ground.
</Word>
<Word name="land_collision_start" args="vector position">
land_collision_start(vector position);
This event is raised when the object the script is attached
to begins to collide with the ground.
</Word>
<Word name="link_message" args="integer sender_number, integer number, string message, key id">
link_message(integer sender_number, integer number, string message, key id);
Triggered when object receives a link message via llMessageLinked
library function call.
</Word>
<Word name="listen" args="integer channel,string name,key id,string message">
listen(integer channel, string name, key id, string message);
This event is raised whenever a chat message matching the
constraints passed in the llListen command is heard.
The nameand id of the speaker as well as the messageare passed
in as parameters. Channel 0 is the public
chat channel that all avatars see as chat text.
Channels 1 through 2,147,483,648 are private channels that are not
sent to avatars but other scripts can listen on those channels.
</Word>
<Word name="money" args="key giver,integer amount">
money(key giver, integer amount);
This event is triggered when user giver has given an amount
of Linden dollars to the object.
</Word>
<Word name="moving_end">
moving_end(void);
Triggered whenever a object with this script stops moving.
</Word>
<Word name="moving_start">
moving_start(void);
Triggered whenever a object with this script starts moving.
</Word>
<Word name="no_sensor">
no_sensor(void);
This event is raised when sensors are active
(via the llSensor library call) but are not sensing anything.
</Word>
<Word name="object_rez" args="key id">
object_rez(key id);
Triggered when object rez-es in another object from its
inventory via the llRezObject api. The id is the globally
unique key for the object.
</Word>
<Word name="on_rez" args="integer start_param">
on_rez(integer start_param);
Triggered whenever a object is rez-ed from inventory
or by another object. The start_paramis the parameter
passed in from the call to llRezObject.
</Word>
<Word name="run_time_permissions" args="integer permissions">
run_time_permissions(integer permissions);
Scripts need permission from either the owner or the avatar
they wish to act on before they perform certain
functions, such as debiting money from their owners account,
triggering an animation on an avatar, or capturing
control inputs. The llRequestPermissions library
function is used to request these permissions and the various
permissions integer constants can be supplied.
The integer returned to this event handler contains the current set
of permissions flags, so if permissionseqal 0 then no permissions are set.
</Word>
<Word name="sensor" args="integer total_number">
sensor(integer total_number);
This event is raised whenever objects matching the constraints
of the llSensor command are detected.
The number of detected objects is passed to the script
in the total_number parameter. Information on those
objects may be gathered via the llDetected* library functions.
</Word>
<Word name="state_entry">
state_entry(void);
The state_entry event occurs whenever a new state is entered,
including program start, and is always the first event handled.
</Word>
<Word name="state_exit">
state_exit(void);
The state_exit event occurs whenever the state command
is used to transition to another state. It is handled
before the new states state_entry event.
</Word>
<Word name="timer">
timer(void);
This event is raised at regular intervals set by the
llSetTimerEvent library function.
</Word>
<Word name="touch" args="integer total_number">
touch(integer total_number);
This event is raised while a user is touching the object
the script is attached to. The number of touching objects is
passed to the script in the total_number parameter.
Information on those objects may be gathered via the
llDetected* library functions.
</Word>
<Word name="touch_end" args="integer total_number">
touch_end(integer total_number);
This event is raised when a user stops touching the object
the script is attached to. The number of touching
objects is passed to the script in the total_number parameter.
Information on those objects may be gathered
via the llDetected* library functions.
</Word>
<Word name="touch_start" args="integer total_number">
touch_start(integer total_number);
This event is raised when a user first touches the object the script is
attached to. The number of touching objects is passed to the script in
the total_number parameter. Information on those objects may be gathered
via the llDetected() library functions.
</Word>
<Word name="http_response" args="key request_id,integer status,list metadata,string body">
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.
</Word>
<Word name="remote_data" args="integer event_type,key channel,key message_id,string sender,integer idata,string sdata">
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.
</Word>
</Words>
<Words icon="Constants" name="Appendix C. Constants" color="#0000A0" slcolor="#1A1A80">
To ease scripting, many useful constants are defined by LSL.
<WordsSubsection name="C.1. Boolean Constants">
The boolean constants represent the values for TRUE and FALSE.
LSL represents booleans as integer values 1
and 0 respectively. Since there is no boolean type these
constants act as a scripting aid usually employed for
testing variables which conceptually represent boolean values.
<Word name="TRUE">
An integer constant for boolean comparisons. Has the value '1'.
</Word>
<Word name="FALSE">
An integer constant for boolean comparisons. Has the value '0'.
</Word>
</WordsSubsection>
<WordsSubsection name="C.2. Status Constants">
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
<Word name="STATUS_PHYSICS">
Controls whether the object moves physically.
This controls the same flag that the ui checkbox for
Physical controls. The default is FALSE.
</Word>
<Word name="STATUS_PHANTOM">
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.
</Word>
<Word name="STATUS_ROTATE_X"></Word>
<Word name="STATUS_ROTATE_Y"></Word>
<Word name="STATUS_ROTATE_Z">
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
if you want to disable rotation around that axis. The
default is TRUE for a physical object.
A useful example to think about when visualizing
the effect is a sit-and-spin device. They spin around the
Z axis (up) but not around the X or Y axis.
</Word>
<Word name="STATUS_BLOCK_GRAB">
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
</Word>
<Word name="STATUS_SANDBOX">
Controls whether the object can cross region boundaries
and move more than 20 meters from its creation
point. The default if FALSE.
</Word>
<Word name="STATUS_DIE_AT_EDGE">
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
</Word>
</WordsSubsection>
<WordsSubsection name="C.3. Object Type Constants">
These constants can be combined using the binary | operator
and are used in the llSensor and related calls.
Object Type Constants
<Word name="AGENT">
Objects in world that are agents.
</Word>
<Word name="ACTIVE">
Objects in world that are running a script or
currently pysically moving.
</Word>
<Word name="PASSIVE">
Static in-world objects.
</Word>
<Word name="SCRIPTED">
Scripted in-world objects.
</Word>
</WordsSubsection>
<WordsSubsection name="C.4. Permission Constants">
The permission constants are used for passing values
to llRequestPermissions, determing the value of
llGetPermissions, and explicitly passed to the
run_time_permissions event. For many of the basic library
functions to work, a specific permission must be enabled.
The permission constants can be ored together to be
used in conjunction.
Permission Constants
<Word name="PERMISSION_DEBIT">
If this permission is enabled, the object can successfully
call llGiveMoney to debit the owners account.
</Word>
<Word name="PERMISSION_TAKE_CONTROLS">
If this permission enabled, the object can successfully
call the llTakeControls libray call.
</Word>
<Word name="PERMISSION_REMAP_CONTROLS">
(not yet implemented)
</Word>
<Word name="PERMISSION_TRIGGER_ANIMATION">
If this permission is enabled, the object can successfully
call llStartAnimation for the avatar that owns this
object.
</Word>
<Word name="PERMISSION_ATTACH">
If this permission is enabled, the object can successfully
call llAttachToAvatar to attach to the given avatar.
</Word>
<Word name="PERMISSION_RELEASE_OWNERSHIP">
(not yet implemented)
</Word>
<Word name="PERMISSION_CHANGE_LINKS">
If this permission is enabled, the object can successfully
call llCreateLink, llBreakLink, and
llBreakAllLinks to change links to other objects.
</Word>
<Word name="PERMISSION_CHANGE_JOINTS">
(not yet implemented)
</Word>
<Word name="PERMISSION_CHANGE_PERMISSIONS">
(not yet implemented)
</Word>
</WordsSubsection>
<WordsSubsection name="C.5. Inventory Constants">
These constants can be used to refer to a specific inventory
type in calls to llGetInventoryNumber
andllGetInventoryName.
Inventory Constants
<Word name="INVENTORY_TEXTURE"></Word>
<Word name="INVENTORY_SOUND"></Word>
<Word name="INVENTORY_OBJECT"></Word>
<Word name="INVENTORY_SCRIPT"></Word>
<Word name="INVENTORY_LANDMARK"></Word>
<Word name="INVENTORY_CLOTHING"></Word>
<Word name="INVENTORY_NOTECARD"></Word>
<Word name="INVENTORY_BODYPART">
Each constant refers to the named type of inventory.
</Word>
</WordsSubsection>
<WordsSubsection name="C.6. Attachment Constants">
These constants are used to refer to attachment points
in calls to llAttachToAvatar.
Attachment Constants
<Word name="ATTACH_CHEST">
Attach to the avatar chest.
</Word>
<Word name="ATTACH_HEAD">
Attach to the avatar head.
</Word>
<Word name="ATTACH_LSHOULDER">
Attach to the avatar left shoulder.
</Word>
<Word name="ATTACH_RSHOULDER">
Attach to the avatar right shoulder.
</Word>
<Word name="ATTACH_LHAND">
Attach to the avatar left hand.
</Word>
<Word name="ATTACH_RHAND">
Attach to the avatar right hand.
</Word>
<Word name="ATTACH_LFOOT">
Attach to the avatar left foot.
</Word>
<Word name="ATTACH_RFOOT">
Attach to the avatar right foot.
</Word>
<Word name="ATTACH_BACK">
Attach to the avatar back.
</Word>
<Word name="ATTACH_PELVIS">
Attach to the avatar pelvis.
</Word>
<Word name="ATTACH_MOUTH">
Attach to the avatar mouth.
</Word>
<Word name="ATTACH_CHIN">
Attach to the avatar chin.
</Word>
<Word name="ATTACH_LEAR">
Attach to the avatar left ear.
</Word>
<Word name="ATTACH_REAR">
Attach to the avatar right ear.
</Word>
<Word name="ATTACH_LEYE">
Attach to the avatar left eye.
</Word>
<Word name="ATTACH_REYE">
Attach to the avatar right eye.
</Word>
<Word name="ATTACH_NOSE">
Attach to the avatar nose.
</Word>
<Word name="ATTACH_RUARM">
Attach to the avatar right upper arm.
</Word>
<Word name="ATTACH_RLARM">
Attach to the avatar right lower arm.
</Word>
<Word name="ATTACH_LUARM">
Attach to the avatar left upper arm.
</Word>
<Word name="ATTACH_LLARM">
Attach to the avatar left lower arm.
</Word>
<Word name="ATTACH_RHIP">
Attach to the avatar right hip.
</Word>
<Word name="ATTACH_RULEG">
Attach to the avatar right upper leg.
</Word>
<Word name="ATTACH_RLLEG">
Attach to the avatar right lower leg.
</Word>
<Word name="ATTACH_LHIP">
Attach to the avatar left hip.
</Word>
<Word name="ATTACH_LULEG">
Attach to the avatar lower upper leg.
</Word>
<Word name="ATTACH_LLLEG">
Attach to the avatar lower left leg.
</Word>
<Word name="ATTACH_BELLY">
Attach to the avatar belly.
</Word>
<Word name="ATTACH_RPEC">
Attach to the avatar right pectoral. (depreciated)
</Word>
<Word name="ATTACH_LPEC">
Attach to the avatar left pectoral. (depreciated)
</Word>
<Word name="ATTACH_HUD_CENTER_2"></Word>
<Word name="ATTACH_HUD_TOP_RIGHT"></Word>
<Word name="ATTACH_HUD_TOP_CENTER"></Word>
<Word name="ATTACH_HUD_TOP_LEFT"></Word>
<Word name="ATTACH_HUD_CENTER_1"></Word>
<Word name="ATTACH_HUD_BOTTOM_LEFT"></Word>
<Word name="ATTACH_HUD_BOTTOM"></Word>
<Word name="ATTACH_HUD_BOTTOM_RIGHT"></Word>
</WordsSubsection>
<WordsSubsection name="C.7. Land Constants">
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
<Word name="LAND_LEVEL">
Action to level the land.
</Word>
<Word name="LAND_RAISE">
Action to raise the land.
</Word>
<Word name="LAND_LOWER">
Action to lower the land.
</Word>
<Word name="LAND_SMALL_BRUSH">
Use a small brush size.
</Word>
<Word name="LAND_MEDIUM_BRUSH">
Use a medium brush size.
</Word>
<Word name="LAND_LARGE_BRUSH">
Use a large brush size.
</Word>
</WordsSubsection>
<WordsSubsection name="C.8. Link Constants">
These constants are used in calls to llSetLinkColor and
llMessageLinked.
Link Constants
<Word name="LINK_SET">
This targets every object in the linked set.
</Word>
<Word name="LINK_ROOT">
This targets the root of the linked set.
</Word>
<Word name="LINK_ALL_OTHERS">
This targets every object in the linked set except
the object with the script.
</Word>
<Word name="LINK_ALL_CHILDREN">
This targets every object except the root in the linked set.
</Word>
</WordsSubsection>
<WordsSubsection name="C.9. Control Constants">
These constants are used in llTakeControls as well
as the control event handler.
Control Constants
<Word name="CONTROL_FWD">
Test for the avatar move forward control.
</Word>
<Word name="CONTROL_BACK">
Test for the avatar move back control.
</Word>
<Word name="CONTROL_LEFT">
Test for the avatar move left control.
</Word>
<Word name="CONTROL_RIGHT">
Test for the avatar move right control.
</Word>
<Word name="CONTROL_ROT_LEFT">
Test for the avatar rotate left control.
</Word>
<Word name="CONTROL_ROT_RIGHT">
Test for the avatar rotate right control.
</Word>
<Word name="CONTROL_UP">
Test for the avatar move up control.
</Word>
<Word name="CONTROL_DOWN">
Test for the avatar move down control.
</Word>
<Word name="CONTROL_LBUTTON">
Test for the avatar left button control.
</Word>
<Word name="CONTROL_ML_LBUTTON">
Test for the avatar left button control while in mouse look.
</Word>
</WordsSubsection>
<WordsSubsection name="C.10. Change Constants">
These constants are used in the changed event handler.
Change Constants
<Word name="CHANGED_INVENTORY">
The object inventory has changed.
</Word>
<Word name="CHANGED_ALLOWED_DROP">
The object inventory has changed because an item was
added through the llAllowInventoryDrop interface.
</Word>
<Word name="CHANGED_COLOR">
The object color has changed.
</Word>
<Word name="CHANGED_SHAPE">
The object shape has changed, eg, a box to a cylinder
</Word>
<Word name="CHANGED_SCALE">
The object scale has changed.
</Word>
<Word name="CHANGED_TEXTURE">
The texture offset, scale rotation, or simply the object
texture has changed.
</Word>
<Word name="CHANGED_LINK">
The object has linked or its links were broken.
</Word>
</WordsSubsection>
<WordsSubsection name="C.11. Type Constants">
These constants are used to determine the variable type
stored in a heterogenous list. The value returned from
llGetListEntryType can be used for comparison against
these constants.
Type Constants
<Word name="TYPE_INTEGER">
The list entry is an integer.
</Word>
<Word name="TYPE_FLOAT">
The list entry is a float.
</Word>
<Word name="TYPE_STRING">
The list entry is a string.
</Word>
<Word name="TYPE_KEY">
The list entry is a key.
</Word>
<Word name="TYPE_VECTOR">
The list entry is a vector.
</Word>
<Word name="TYPE_ROTATION">
The list entry is a rotation.
</Word>
<Word name="TYPE_INVALID">
The list entry is invalid.
</Word>
</WordsSubsection>
<WordsSubsection name="C.12. Agent Info Constants">
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
<Word name="AGENT_FLYING">
The agent is flying.
</Word>
<Word name="AGENT_ATTACHMENTS">
The agent has attachments.
</Word>
<Word name="AGENT_SCRIPTED">
The agent has scripted attachments.
</Word>
</WordsSubsection>
<WordsSubsection name="C.13. Texture Animation Constants">
These constants are used in the llSetTextureAnim api to
control the animation mode.
Texture Animation Constants
<Word name="ANIM_ON">
Texture animation is on.
</Word>
<Word name="LOOP">
Loop the texture animation.
</Word>
<Word name="REVERSE">
Play animation in reverse direction.
</Word>
<Word name="PING_PONG">
play animation going forwards, then backwards.
</Word>
<Word name="SMOOTH">
slide in the X direction, instead of playing separate frames.
</Word>
<Word name="ROTATE">
Animate texture rotation.
</Word>
<Word name="SCALE">
Animate the texture scale.
</Word>
</WordsSubsection>
<WordsSubsection name="C.14. Particle System Constants">
These constants are used in calls to the llParticleSystem
api to specify parameters.
Particle System Parameters
<Word name="PSYS_PART_FLAGS">
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
</Word>
<Word name="PSYS_PART_INTERP_COLOR_MASK">
Interpolate both the color and alpha from the start
value to the end value.
</Word>
<Word name="PSYS_PART_INTERP_SCALE_MASK">
Interpolate the particle scale from the start value
to the end value.
</Word>
<Word name="PSYS_PART_WIND_MASK">
Particles have their velocity damped towards the wind velocity.
</Word>
<Word name="PSYS_PART_BOUNCE_MASK">
Particles bounce off of a plane at the objects Z height.
</Word>
<Word name="PSYS_PART_FOLLOW_SRC_MASK">
The particle position is relative to the source objects position.
</Word>
<Word name="PSYS_PART_FOLLOW_VELOCITY_MASK">
The particle orientation is rotated so the vertical
axis faces towards the particle velocity.
</Word>
<Word name="PSYS_PART_TARGET_POS_MASK">
The particle heads towards the location of the target
object as defined by PSYS_SRC_TARGET_KEY.
</Word>
<Word name="PSYS_PART_EMISSIVE_MASK">
The particle glows.
</Word>
<Word name="PSYS_PART_RANDOM_ACCEL_MASK">
(not implemented)
</Word>
<Word name="PSYS_PART_RANDOM_VEL_MASK">
(not implemented)
</Word>
<Word name="PSYS_PART_TRAIL_MASK">
(not implemented)
</Word>
<Word name="PSYS_SRC_PATTERN">
The pattern which is used to generate particles.
Use one of the following values:
PSYS_SRC_PATTERN Values
</Word>
<Word name="PSYS_PART_SRC_PATTERN_DROP">
Drop particles at the source position.
</Word>
<Word name="PSYS_PART_SRC_PATTERN_EXPLODE">
Shoot particles out in all directions,
using the burst parameters.
</Word>
<Word name="PSYS_PART_SRC_PATTERN_ANGLE">
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.
</Word>
<Word name="PSYS_PART_SRC_PATTERN_ANGLE_CONE">
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.
</Word>
<Word name="PSYS_PART_START_COLOR">
a vector &lt;r,g,b&gt; which determines the starting
color of the object.
</Word>
<Word name="PSYS_PART_START_ALPHA">
a float which determines the starting alpha of the object.
</Word>
<Word name="PSYS_PART_END_COLOR">
a vector &lt;r, g, b&gt; which determines the ending
color of the object.
</Word>
<Word name="PSYS_PART_END_ALPHA">
a float which determines the ending alpha of the object.
</Word>
<Word name="PSYS_PART_START_SCALE">
a vector &lt;sx, sy, z&gt;,
which is the starting size of the particle billboard
in meters (z is ignored).
</Word>
<Word name="PSYS_PART_END_SCALE">
a vector &lt;sx, sy, z&gt;, which is the ending
size of the particle billboard in meters (z is ignored).
</Word>
<Word name="PSYS_PART_MAX_AGE">
age in seconds of a particle at which it dies.
</Word>
<Word name="PSYS_SRC_ACCEL">
a vector &lt;x, y, z&gt; which is the acceleration
to apply on particles.
</Word>
<Word name="PSYS_SRC_TEXTURE">
an asset name for the texture to use for the particles.
</Word>
<Word name="PSYS_SRC_BURST_RATE">
how often to release a particle burst (float seconds).
</Word>
<Word name="PSYS_SRC_INNERANGLE">
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..
</Word>
<Word name="PSYS_SRC_OUTERANGLE">
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..
</Word>
<Word name="PSYS_SRC_BURST_PART_COUNT">
how many particles to release in a burst.
</Word>
<Word name="PSYS_SRC_BURST_RADIUS">
what distance from the center of the object
to create the particles.
</Word>
<Word name="PSYS_SRC_BURST_SPEED_MIN">
minimum speed that a particle should be moving.
</Word>
<Word name="PSYS_SRC_BURST_SPEED_MAX">
maximum speed that a particle should be moving.
</Word>
<Word name="PSYS_SRC_MAX_AGE">
how long this particle system should last,
0.0 menas forever.
</Word>
<Word name="PSYS_SRC_TARGET_KEY">
the key of a target object to move towards
if PSYS_PART_TARGET_POS_MASK is enabled.
</Word>
<Word name="PSYS_SRC_OMEGA">
Sets the angular velocity to rotate the axis
that SRC_PATTERN_ANGLE and
SRC_PATTERN_ANGLE_CONE use..
</Word>
</WordsSubsection>
<WordsSubsection name="C.15. Agent Data Constants">
These constants are used in calls to the
llRequestAgentData api to collect information about
an agent which will
be provided in the dataserver event.
Texture Animation Constants
<Word name="DATA_ONLINE">
"1" for online "0" for offline.
</Word>
<Word name="DATA_NAME">
The name of the agent.
</Word>
<Word name="DATA_BORN">
The date the agent was born returned in ISO 8601 format of YYYY-MM-DD.
</Word>
<Word name="DATA_RATING">
Returns the agent ratings as a comma separated string
of six integers. They are:
1. Positive rated behavior
2. Negative rated behavior
3. Positive rated appearance
4. Negative rated appearance
5. Positive rated building
6. Negative rated building
</Word>
</WordsSubsection>
<WordsSubsection name="C.16. Float Constants">
LSL provides a small collection of floating point
constants for use in float arithmetic.
These constants are usually
employed while performing trigonometric calculations,
but are sometimes useful for other applications such as
specifying arc radians to sensor or particle system functions.
Float Constants
<Word name="PI">
3.14159265 - The radians of a hemicircle.
</Word>
<Word name="TWO_PI">
6.28318530 - The radians of a circle.
</Word>
<Word name="PI_BY_TWO">
1.57079633 - The radians of a quarter circle.
</Word>
<Word name="DEG_TO_RAD">
0.01745329 - Number of radians per degree.
You can use this to convert degrees to radians by multiplying
the degrees by this number.
</Word>
<Word name="RAD_TO_DEG">
57.2957795 - Number of degrees per radian.
You can use this number to convert radians to degrees by
multiplying the radians by this number.
</Word>
<Word name="SQRT2">
1.41421356 - The square root of 2.
</Word>
</WordsSubsection>
<WordsSubsection name="C.17. Key Constant">
There is only one key constant which acts as an invalid key: NULL_KEY.
</WordsSubsection>
<WordsSubsection name="C.18. Miscellaneous Integer Constants">
There is one uncategorized integer constant
which is used in some of the texturing and coloring api: ALL_SIDES
</WordsSubsection>
<WordsSubsection name="C.19. Miscellaneous String Constants">
There is one uncategorized string constant
which is used in the dataserver event: EOF
</WordsSubsection>
<WordsSubsection name="C.20. Vector Constant">
There is only one vector constant which
acts as a zero vector: ZERO_VECTOR = &lt;0,0,0&gt;.
</WordsSubsection>
<WordsSubsection name="C.21. Rotation Constant">
There is only one rotation constant
which acts as a zero rotation: ZERO_ROTATION = &lt;0,0,0,1&gt;.
</WordsSubsection>
<WordsSubsection name="C.22. Vehicle Parameters">
Parameters
<Word name="VEHICLE_LINEAR_FRICTION_TIMESCALE">
A vector of timescales for exponential
decay of the vehicles linear velocity along its preferred axes of
motion (at, left, up).
Range = [0.07, inf) seconds for each element of the vector.
</Word>
<Word name="VEHICLE_ANGULAR_FRICTION_TIMESCALE">
A vector of timescales for exponential
decay of the vehicles angular velocity about its preferred axes of
motion (at, left, up).
Range = [0.07, inf) seconds for each element of the vector.
</Word>
<Word name="VEHICLE_LINEAR_MOTOR_DIRECTION">
The direction and magnitude (in preferred frame)
of the vehicles linear motor. The vehicle will accelerate
(or decelerate if necessary) to match its velocity to its motor.
Range of magnitude = [0, 30] meters/second.
</Word>
<Word name="VEHICLE_LINEAR_MOTOR_TIMESCALE">
The timescale for exponential approach to full linear motor velocity.
</Word>
<Word name="VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE">
The timescale for exponential decay of the linear motors magnitude.
</Word>
<Word name="VEHICLE_ANGULAR_MOTOR_DIRECTION">
The direction and magnitude (in preferred frame)
of the vehicles angular motor.The vehicle will accelerate
(or decelerate if necessary) to match its velocity to its motor.
</Word>
<Word name="VEHICLE_ANGULAR_MOTOR_TIMESCALE">
The timescale for exponential approach to full angular motor velocity.
</Word>
<Word name="VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE">
The timescale for exponential decay of the angular motors magnitude.
</Word>
<Word name="VEHICLE_HOVER_HEIGHT">
The height (above the terrain or water, or global)
at which the vehicle will try to hover.
</Word>
<Word name="VEHICLE_HOVER_HEIGHT_EFFICIENCY">
A slider between minimum (0.0 = bouncy)
and maximum (1.0 = fast as possible) damped motion of the
hover behavior.
</Word>
<Word name="VEHICLE_HOVER_HEIGHT_TIMESCALE">
The period of bounce (or timescale of exponential approach,
depending on the hover efficiency) for the
vehicle to hover to the proper height.
</Word>
<Word name="VEHICLE_BUOYANCY">
A slider between minimum (0.0) and maximum anti-gravity (1.0).
</Word>
<Word name="VEHICLE_LINEAR_DEFLECTION_EFFICIENCY">
A slider between minimum (0.0) and maximum (1.0)
deflection of linear velocity. That is, its a simple
scalar for modulating the strength of linear deflection.
</Word>
<Word name="VEHICLE_LINEAR_DEFLECTION_TIMESCALE">
The timescale for exponential success of linear
deflection deflection. It is another way to specify how much
time it takes for the vehicles linear velocity
to be redirected to its preferred axis of motion.
</Word>
<Word name="VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY">
A slider between minimum (0.0) and maximum (1.0)
deflection of angular orientation. That is, its a simple
scalar for modulating the strength of angular
deflection such that the vehicles preferred axis of motion
points toward its real velocity.
</Word>
<Word name="VEHICLE_ANGULAR_DEFLECTION_TIMESCALE">
The timescale for exponential success of linear
deflection deflection. Its another way to specify the strength
of the vehicles tendency to reorient itself so
that its preferred axis of motion agrees with its true velocity.
</Word>
<Word name="VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY">
A slider between minimum (0.0 = wobbly) and
maximum (1.0 = firm as possible) stability of the vehicle to
keep itself upright.
</Word>
<Word name="VEHICLE_VERTICAL_ATTRACTION_TIMESCALE">
The period of wobble, or timescale for
exponential approach, of the vehicle to rotate such that its preferred
"up" axis is oriented along the worlds "up" axis.
</Word>
<Word name="VEHICLE_BANKING_EFFICIENCY">
A slider between anti (-1.0), none (0.0),
and maxmum (1.0) banking strength.
</Word>
<Word name="VEHICLE_BANKING_MIX">
A slider between static (0.0) and dynamic (1.0)
banking. "Static" means the banking scales only with the
angle of roll, whereas "dynamic" is a term
that also scales with the vehicles linear speed.
</Word>
<Word name="VEHICLE_BANKING_TIMESCALE">
The timescale for banking to exponentially
approach its maximum effect. This is another way to scale the
strength of the banking effect, however it affects the
term that is proportional to the difference between what
the banking behavior is trying to do, and what the
vehicle is actually doing.
</Word>
<Word name="VEHICLE_REFERENCE_FRAME">
A rotation of the vehicles preferred axes of
motion and orientation (at, left, up) with respect to the vehicles
local frame (x, y, z).
</Word>
</WordsSubsection>
<WordsSubsection name="C.23. Vehicle Flags">
Flags
<Word name="VEHICLE_FLAG_NO_FLY_UP">
Old, changed to VEHICLE_FLAG_NO_DEFLECTION_UP
</Word>
<Word name="VEHICLE_FLAG_NO_DEFLECTION_UP">
This flag prevents linear deflection parallel to world z-axis.
This is useful for preventing ground vehicles
with large linear deflection, like bumper cars,
from climbing their linear deflection into the sky.
</Word>
<Word name="VEHICLE_FLAG_LIMIT_ROLL_ONLY">
For vehicles with vertical attractor
that want to be able to climb/dive, for instance,
airplanes that want to use the banking feature.
</Word>
<Word name="VEHICLE_FLAG_HOVER_WATER_ONLY">
Ignore terrain height when hovering.
</Word>
<Word name="VEHICLE_FLAG_HOVER_TERRAIN_ONLY">
Ignore water height when hovering.
</Word>
<Word name="VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT">
Hover at global height.
</Word>
<Word name="VEHICLE_FLAG_HOVER_UP_ONLY">
Hover doesnt push down. Use this flag for hovering vehicles
that should be able to jump above their hover
height.
</Word>
<Word name="VEHICLE_FLAG_LIMIT_MOTOR_UP">
Prevents ground vehicles from motoring into the sky.
</Word>
</WordsSubsection>
<WordsSubsection name="C.24. Vehicle Types">
Types
<Word name="VEHICLE_TYPE_SLED">
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, &lt;30, 1, 1000&gt; );
// no angular friction
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, &lt;1000, 1000, 1000&gt; );
// no linear motor
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120 );
// no agular motor
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
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, &lt;0, 0, 0, 1&gt; );
// 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 );
</Word>
<Word name="VEHICLE_TYPE_CAR">
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, &lt;100, 2, 1000&gt; );
// no angular friction
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, &lt;1000, 1000, 1000&gt; );
// linear motor wins after about a second, decays after about a minute
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after a second, decays in less time than that
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
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, &lt;0, 0, 0, 1&gt; );
// 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 );
</Word>
<Word name="VEHICLE_TYPE_BOAT">
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, &lt;10, 3, 2&gt; );
// 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, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after four seconds, decays in same amount of time
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
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, &lt;0, 0, 0, 1&gt; );
// 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 );
</Word>
<Word name="VEHICLE_TYPE_AIRPLANE">
Uses linear deflection for lift, no hover, and banking to turn.
// very little friction along forward-back axis
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, &lt;200, 10, 5&gt; );
// uniform angular friction
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 20 );
// linear motor
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 2 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 8 );
// no hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 );
// linear deflection
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.5 );
// angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 1.0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 2.0 );
// vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.9 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 2 );
// banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.7 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 2 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, &lt;0, 0, 0, 1&gt; );
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
| VEHICLE_FLAG_HOVER_WATER_ONLY
| VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT
| VEHICLE_FLAG_HOVER_UP_ONLY
| VEHICLE_FLAG_LIMIT_MOTOR_UP );
// set these flags
llSetVehicleFlags( VEHICLE_FLAG_LIMIT_ROLL_ONLY );
</Word>
<Word name="VEHICLE_TYPE_BALLOON">
Hover, and friction, but no deflection.
// uniform linear friction
llSetVehicleFloatParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, 5 );
// uniform angular friction
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 10 );
// linear motor
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, &lt;0, 0, 0&gt; );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 6 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 10 );
// hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 5 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0.8 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 );
// no linear deflection
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 5 );
// no angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 );
// no vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000 );
// no banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.7 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 5 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, &lt;0, 0, 0, 1&gt; );
// remove all flags
llRemoveVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
| VEHICLE_FLAG_HOVER_WATER_ONLY
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT
| VEHICLE_FLAG_HOVER_UP_ONLY
| VEHICLE_FLAG_LIMIT_MOTOR_UP );
</Word>
<Word name="AGENT_ALWAYS_RUN" />
<Word name="AGENT_AWAY" />
<Word name="AGENT_BUSY" />
<Word name="AGENT_CROUCHING" />
<Word name="AGENT_IN_AIR" />
<Word name="AGENT_MOUSELOOK" />
<Word name="AGENT_ON_OBJECT" />
<Word name="AGENT_SITTING" />
<Word name="AGENT_TYPING" />
<Word name="AGENT_WALKING" />
<Word name="ALL_SIDES" />
<Word name="CAMERA_ACTIVE" />
<Word name="CAMERA_BEHINDNESS_ANGLE" />
<Word name="CAMERA_BEHINDNESS_LAG" />
<Word name="CAMERA_DISTANCE" />
<Word name="CAMERA_FOCUS" />
<Word name="CAMERA_FOCUS_LAG" />
<Word name="CAMERA_FOCUS_LOCKED" />
<Word name="CAMERA_FOCUS_OFFSET" />
<Word name="CAMERA_FOCUS_THRESHOLD" />
<Word name="CAMERA_PITCH" />
<Word name="CAMERA_POSITION" />
<Word name="CAMERA_POSITION_LAG" />
<Word name="CAMERA_POSITION_LOCKED" />
<Word name="CAMERA_POSITION_THRESHOLD" />
<Word name="CHANGED_OWNER" />
<Word name="CHANGED_REGION" />
<Word name="CHANGED_TELEPORT" />
<Word name="DATA_SIM_POS" />
<Word name="DATA_SIM_RATING" />
<Word name="DATA_SIM_STATUS" />
<Word name="DEBUG_CHANNEL">
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'.
</Word>
<Word name="EOF" />
<Word name="HTTP_BODY_MAXLENGTH" />
<Word name="HTTP_BODY_TRUNCATED" />
<Word name="HTTP_METHOD" />
<Word name="HTTP_MIMETYPE" />
<Word name="INVENTORY_ALL" />
<Word name="INVENTORY_ANIMATION" />
<Word name="INVENTORY_GESTURE" />
<Word name="INVENTORY_NONE" />
<Word name="LAND_NOISE" />
<Word name="LAND_REVERT" />
<Word name="LAND_SMOOTH" />
<Word name="LINK_THIS" />
<Word name="LIST_STAT_GEOMETRIC_MEAN" />
<Word name="LIST_STAT_MAX" />
<Word name="LIST_STAT_MEAN" />
<Word name="LIST_STAT_MEDIAN" />
<Word name="LIST_STAT_MIN" />
<Word name="LIST_STAT_NUM_COUNT" />
<Word name="LIST_STAT_RANGE" />
<Word name="LIST_STAT_STD_DEV" />
<Word name="LIST_STAT_SUM" />
<Word name="LIST_STAT_SUM_SQUARES" />
<Word name="MASK_BASE" />
<Word name="MASK_EVERYONE" />
<Word name="MASK_GROUP" />
<Word name="MASK_NEXT" />
<Word name="MASK_OWNER" />
<Word name="NULL_KEY" />
<Word name="PARCEL_FLAG_ALLOW_CREATE_OBJECTS" />
<Word name="PARCEL_FLAG_ALLOW_DAMAGE" />
<Word name="PARCEL_FLAG_ALLOW_FLY" />
<Word name="PARCEL_FLAG_ALLOW_LANDMARK" />
<Word name="PARCEL_FLAG_ALLOW_SCRIPTS" />
<Word name="PARCEL_FLAG_ALLOW_TERRAFORM" />
<Word name="PARCEL_FLAG_LOCAL_SOUND_ONLY" />
<Word name="PARCEL_FLAG_USE_ACCESS_GROUP" />
<Word name="PARCEL_FLAG_USE_ACCESS_LIST" />
<Word name="PARCEL_FLAG_USE_BAN_LIST" />
<Word name="PARCEL_FLAG_USE_LAND_PASS_LIST" />
<Word name="PARCEL_FLAG_ALLOW_GROUP_SCRIPTS" value="0x2000000" />
<Word name="PARCEL_FLAG_RESTRICT_PUSHOBJECT" value="0x200000" />
<Word name="PARCEL_FLAG_ALLOW_CREATE_GROUP_OBJECTS" />
<Word name="PARCEL_FLAG_ALLOW_ALL_OBJECT_ENTRY" />
<Word name="PARCEL_FLAG_ALLOW_GROUP_OBJECT_ENTRY" />
<Word name="PARCEL_MEDIA_COMMAND_STOP" />
<Word name="PARCEL_MEDIA_COMMAND_PAUSE" />
<Word name="PARCEL_MEDIA_COMMAND_PLAY" />
<Word name="PARCEL_MEDIA_COMMAND_LOOP" />
<Word name="PARCEL_MEDIA_COMMAND_TEXTURE" />
<Word name="PARCEL_MEDIA_COMMAND_URL" />
<Word name="PARCEL_MEDIA_COMMAND_TIME" />
<Word name="PARCEL_MEDIA_COMMAND_AGENT" />
<Word name="PARCEL_MEDIA_COMMAND_UNLOAD" />
<Word name="PARCEL_MEDIA_COMMAND_AUTO_ALIGN" />
<Word name="PARCEL_MEDIA_COMMAND_TYPE" value="10">
Use this to get or set the parcel media MIME type (e.g. "text/html").
</Word>
<Word name="PARCEL_MEDIA_COMMAND_SIZE" value="11">
Use this to get or set the parcel media pixel resolution.
</Word>
<Word name="PARCEL_MEDIA_COMMAND_DESC" value="12">
Use this to get or set the parcel media description.
</Word>
<Word name="PARCEL_MEDIA_COMMAND_LOOP_SET" value="13">
Used to get or set the parcel's media looping variable.
</Word>
<Word name="DATA_PAYINFO" value="8" />
<Word name="HTTP_VERIFY_CERT" value="3" />
<Word name="PARCEL_COUNT_GROUP" value="2" />
<Word name="PARCEL_COUNT_OTHER" value="3" />
<Word name="PARCEL_COUNT_OWNER" value="1" />
<Word name="PARCEL_COUNT_SELECTED" value="4" />
<Word name="PARCEL_COUNT_TEMP" value="5" />
<Word name="PARCEL_COUNT_TOTAL" value="0" />
<Word name="PARCEL_DETAILS_AREA" value="4" />
<Word name="PARCEL_DETAILS_DESC" value="1" />
<Word name="PARCEL_DETAILS_GROUP" value="3" />
<Word name="PARCEL_DETAILS_NAME" value="0" />
<Word name="PARCEL_DETAILS_OWNER" value="2" />
<Word name="PAYMENT_INFO_ON_FILE" value="1" />
<Word name="PAYMENT_INFO_USED" value="2" />
<Word name="REGION_FLAG_RESTRICT_PUSHOBJECT" value="4194304" />
<Word name="STRING_TRIM_HEAD" />
<Word name="STRING_TRIM_TAIL" />
<Word name="STRING_TRIM" />
<Word name="PAY_DEFAULT" />
<Word name="PAY_HIDE" />
<Word name="PERM_ALL" />
<Word name="PERM_COPY" />
<Word name="PERM_MODIFY" />
<Word name="PERM_MOVE" />
<Word name="PERM_TRANSFER" />
<Word name="PERMISSION_CONTROL_CAMERA" />
<Word name="PERMISSION_TRACK_CAMERA" />
<Word name="PRIM_BUMP_BARK" />
<Word name="PRIM_BUMP_BLOBS" />
<Word name="PRIM_BUMP_BRICKS" />
<Word name="PRIM_BUMP_BRIGHT" />
<Word name="PRIM_BUMP_CHECKER" />
<Word name="PRIM_BUMP_CONCRETE" />
<Word name="PRIM_BUMP_DARK" />
<Word name="PRIM_BUMP_DISKS" />
<Word name="PRIM_BUMP_GRAVEL" />
<Word name="PRIM_BUMP_LARGETILE" />
<Word name="PRIM_BUMP_NONE" />
<Word name="PRIM_BUMP_SHINY" />
<Word name="PRIM_BUMP_SIDING" />
<Word name="PRIM_BUMP_STONE" />
<Word name="PRIM_BUMP_STUCCO" />
<Word name="PRIM_BUMP_SUCTION" />
<Word name="PRIM_BUMP_TILE" />
<Word name="PRIM_BUMP_WEAVE" />
<Word name="PRIM_BUMP_WOOD" />
<Word name="PRIM_CAST_SHADOWS" />
<Word name="PRIM_COLOR" />
<Word name="PRIM_FLEXIBLE" />
<Word name="PRIM_FULLBRIGHT" />
<Word name="PRIM_HOLE_DEFAULT" />
<Word name="PRIM_HOLE_CIRCLE" />
<Word name="PRIM_HOLE_SQUARE" />
<Word name="PRIM_HOLE_TRIANGLE" />
<Word name="PRIM_MATERIAL" />
<Word name="PRIM_MATERIAL_FLESH" />
<Word name="PRIM_MATERIAL_GLASS" />
<Word name="PRIM_MATERIAL_LIGHT" />
<Word name="PRIM_MATERIAL_METAL" />
<Word name="PRIM_MATERIAL_PLASTIC" />
<Word name="PRIM_MATERIAL_RUBBER" />
<Word name="PRIM_MATERIAL_STONE" />
<Word name="PRIM_MATERIAL_WOOD" />
<Word name="PRIM_PHANTOM" />
<Word name="PRIM_PHYSICS" />
<Word name="PRIM_POINT_LIGHT" />
<Word name="PRIM_POSITION" />
<Word name="PRIM_ROTATION" />
<Word name="PRIM_SHINY_HIGH" />
<Word name="PRIM_SHINY_LOW" />
<Word name="PRIM_SHINY_MEDIUM" />
<Word name="PRIM_SHINY_NONE" />
<Word name="PRIM_SIZE" />
<Word name="PRIM_TEMP_ON_REZ" />
<Word name="PRIM_TEXGEN" />
<Word name="PRIM_TEXGEN_DEFAULT" />
<Word name="PRIM_TEXGEN_PLANAR" />
<Word name="PRIM_TEXTURE" />
<Word name="PRIM_TYPE" />
<Word name="PRIM_TYPE_BOX" />
<Word name="PRIM_TYPE_CYLINDER" />
<Word name="PRIM_TYPE_PRISM" />
<Word name="PRIM_TYPE_SPHERE" />
<Word name="PRIM_TYPE_TORUS" />
<Word name="PRIM_TYPE_TUBE" />
<Word name="PRIM_TYPE_RING" />
<Word name="PRIM_TYPE_SCULPT" />
<Word name="PRIM_SCULPT_TYPE_SPHERE" />
<Word name="PRIM_SCULPT_TYPE_TORUS" />
<Word name="PRIM_SCULPT_TYPE_PLANE" />
<Word name="PRIM_SCULPT_TYPE_CYLINDER" />
<Word name="PRIM_GLOW">
PRIM_GLOW is used to get or set the glow status of the face.
</Word>
<Word name="PSYS_PART_TARGET_LINEAR_MASK" />
<Word name="PSYS_SRC_ANGLE_BEGIN">
Area in radians specifying where particles
will NOT be created (for ANGLE patterns)
</Word>
<Word name="PSYS_SRC_ANGLE_END">
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)
</Word>
<Word name="PSYS_SRC_PATTERN_ANGLE" />
<Word name="PSYS_SRC_PATTERN_ANGLE_CONE" />
<Word name="PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY" />
<Word name="PSYS_SRC_PATTERN_DROP" />
<Word name="PSYS_SRC_PATTERN_EXPLODE" />
<Word name="PUBLIC_CHANNEL">
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'.
</Word>
<Word name="REGION_FLAG_ALLOW_DAMAGE" />
<Word name="REGION_FLAG_ALLOW_DIRECT_TELEPORT" />
<Word name="REGION_FLAG_BLOCK_FLY" />
<Word name="REGION_FLAG_BLOCK_TERRAFORM" />
<Word name="REGION_FLAG_DISABLE_COLLISIONS" />
<Word name="REGION_FLAG_DISABLE_PHYSICS" />
<Word name="REGION_FLAG_FIXED_SUN" />
<Word name="REGION_FLAG_SANDBOX" />
<Word name="REMOTE_DATA_CHANNEL" />
<Word name="REMOTE_DATA_REPLY" />
<Word name="REMOTE_DATA_REQUEST" />
<Word name="STATUS_CAST_SHADOWS" />
<Word name="STATUS_RETURN_AT_EDGE" />
<Word name="VEHICLE_FLAG_CAMERA_DECOUPLED" />
<Word name="VEHICLE_FLAG_MOUSELOOK_BANK" />
<Word name="VEHICLE_FLAG_MOUSELOOK_STEER" />
<Word name="VEHICLE_HOVER_EFFICIENCY" />
<Word name="VEHICLE_HOVER_TIMESCALE" />
<Word name="VEHICLE_LINEAR_MOTOR_OFFSET" />
<Word name="VEHICLE_TYPE_NONE" />
<Word name="ZERO_ROTATION" />
<Word name="ZERO_VECTOR" />
<Word name="OBJECT_NAME">
Gets the object's name.
</Word>
<Word name="OBJECT_DESC">
Gets the object's description.
If id is an avatar, an empty string is returned.
</Word>
<Word name="OBJECT_POS">
Gets the object's position in region coordinates.
</Word>
<Word name="OBJECT_ROT">
Gets the object's rotation.
</Word>
<Word name="OBJECT_VELOCITY">
Gets the object's velocity.
</Word>
<Word name="OBJECT_OWNER">
Gets an object's owner's key.
If id is group owned, a NULL_KEY is returned.
</Word>
<Word name="OBJECT_GROUP">
Gets the prims's group key.
If id is an avatar, a NULL_KEY is returned.
</Word>
<Word name="OBJECT_CREATOR">
Gets the object's creator key.
If id is an avatar, a NULL_KEY is returned.
</Word>
<Word name="CLICK_ACTION_NONE">
Performs the default action: when the prim is touched, touch events are triggered"
</Word>
<Word name="CLICK_ACTION_TOUCH">
When the prim is touched, touch events are triggered"
</Word>
<Word name="CLICK_ACTION_SIT">
When the prim is touched, the avatar sits upon it
</Word>
<Word name="CLICK_ACTION_BUY">
When the prim is touched, the buy dialog is opened
</Word>
<Word name="CLICK_ACTION_PAY">
When the prim is touched, the pay dialog is opened
</Word>
<Word name="CLICK_ACTION_OPEN">
When the prim is touched, the object inventory dialog is opened
</Word>
<Word name="CLICK_ACTION_PLAY">
When the prim is touched, html-on-a-prim is enabled?
</Word>
<Word name="CLICK_ACTION_OPEN_MEDIA">
When the prim is touched, the web media dialog is opened"
</Word>
<Word name="URL_REQUEST_GRANTED" />
<Word name="URL_REQUEST_DENIED" />
</WordsSubsection>
</Words>
<Words name="Deprecated" color="#000000" slcolor="#000000">
<Word name="llSound" />
<Word name="llSoundPreload" />
<Word name="llXorBase64Strings" />
</Words>
<Words name="Removed" color="#000000" slcolor="#000000">
<Word name="llGodLikeRezObject" />
</Words>
<Words icon="Enum" name="Names" color="#A0A0A0" slcolor="#003300">
<Word name="aim_l_bow" />
<Word name="aim_r_bazooka" />
<Word name="aim_r_handgun" />
<Word name="aim_r_rifle" />
<Word name="angry_fingerwag" />
<Word name="angry_tantrum" />
<Word name="away" />
<Word name="backflip" />
<Word name="blowkiss" />
<Word name="bow" />
<Word name="brush" />
<Word name="busy" />
<Word name="clap" />
<Word name="courtbow" />
<Word name="crouch" />
<Word name="crouchwalk" />
<Word name="dance1" />
<Word name="dance2" />
<Word name="dance3" />
<Word name="dance4" />
<Word name="dance5" />
<Word name="dance6" />
<Word name="dance7" />
<Word name="dance8" />
<Word name="dead" />
<Word name="drink" />
<Word name="express_afraid" />
<Word name="express_afraid_emote" />
<Word name="express_anger" />
<Word name="express_anger_emote" />
<Word name="express_bored" />
<Word name="express_bored_emote" />
<Word name="express_cry" />
<Word name="express_cry_emote" />
<Word name="express_disdain" />
<Word name="express_embarrassed" />
<Word name="express_embarrassed_emote" />
<Word name="express_frown" />
<Word name="express_kiss" />
<Word name="express_laugh" />
<Word name="express_laugh_emote" />
<Word name="express_open_mouth" />
<Word name="express_repulsed" />
<Word name="express_repulsed_emote" />
<Word name="express_sad" />
<Word name="express_sad_emote" />
<Word name="express_shrug" />
<Word name="express_shrug_emote" />
<Word name="express_smile" />
<Word name="express_surprise" />
<Word name="express_surprise_emote" />
<Word name="express_tongue_out" />
<Word name="express_toothsmile" />
<Word name="express_wink" />
<Word name="express_wink_emote" />
<Word name="express_worry" />
<Word name="express_worry_emote" />
<Word name="falldown" />
<Word name="female_walk" />
<Word name="fist_pump" />
<Word name="fly" />
<Word name="flyslow" />
<Word name="hello" />
<Word name="hold_l_bow" />
<Word name="hold_r_bazooka" />
<Word name="hold_r_handgun" />
<Word name="hold_r_rifle" />
<Word name="hold_throw_r" />
<Word name="hover" />
<Word name="hover_down" />
<Word name="hover_up" />
<Word name="impatient" />
<Word name="jump " />
<Word name="jumpforjoy" />
<Word name="kick_roundhouse_r" />
<Word name="kissmybutt" />
<Word name="land" />
<Word name="laugh_short" />
<Word name="motorcycle_sit" />
<Word name="musclebeach" />
<Word name="no_head" />
<Word name="no_unhappy" />
<Word name="nyanya" />
<Word name="peace" />
<Word name="point_me" />
<Word name="point_you" />
<Word name="prejump" />
<Word name="punch_l" />
<Word name="punch_onetwo" />
<Word name="punch_r" />
<Word name="rps_countdown" />
<Word name="rps_paper" />
<Word name="rps_rock" />
<Word name="rps_scissors" />
<Word name="run" />
<Word name="salute" />
<Word name="shoot_l_bow" />
<Word name="shout" />
<Word name="sit" />
<Word name="sit_female" />
<Word name="sit_generic" />
<Word name="sit_ground" />
<Word name="sit_to_stand" />
<Word name="sleep" />
<Word name="smoke_idle" />
<Word name="smoke_inhale" />
<Word name="smoke_throw_down" />
<Word name="snapshot" />
<Word name="soft_land" />
<Word name="stand" />
<Word name="stand_1" />
<Word name="stand_2" />
<Word name="stand_3" />
<Word name="stand_4" />
<Word name="standup" />
<Word name="stretch" />
<Word name="stride" />
<Word name="surf" />
<Word name="sword_strike_r" />
<Word name="talk" />
<Word name="throw_r" />
<Word name="tryon_shirt" />
<Word name="turn_180" />
<Word name="turnback_180" />
<Word name="turnleft" />
<Word name="turnright" />
<Word name="type" />
<Word name="walk" />
<Word name="whisper" />
<Word name="whistle" />
<Word name="wink_hollywood" />
<Word name="yes_happy" />
<Word name="yes_head" />
<Word name="yoga_float" />
</Words>
</Conf>