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Scripting

LSL Guide

Every script function this grid actually runs, read straight from the region software rather than copied from a wiki — including the wolf* functions that exist only here.

Functions · Constants

192 results for “J”

Adjusts the volume (0.0 - 1.0) of the currently playing attached sound.\ This function has no effect on sounds started with llTriggerSound.

If Flag == TRUE, users without object modify permissions can still drop inventory items into the object.

Applies impulse to the object.\ If Local == TRUE, apply the Force in local coordinates; otherwise, apply the Force in global coordinates.\ This function only works on physical objects.

Applies rotational impulse to the object.\ If Local == TRUE, apply the Force in local coordinates; otherwise, apply the Force in global coordinates.\ This function only works on physical objects.

Follows the same convention as llAttachToAvatar, with the exception that the object will not create new inventory for the user, and will disappear on detach or disconnect.

Casts a ray into the physics world from 'start' to 'end' and returns data according to details in Options.\ Reports collision data for intersections with objects.\ Return value: [UUID_1, {link_number_1}, hit_position_1, {hit_normal_1}, UUID_2, {link_number_2}, hit_position_2, {hit_normal_2}, ... , status_code] where {} indicates optional data.

Returns the cloud density at the object's position + Offset.

Suppress default collision sounds, replace default impact sounds with ImpactSound.\ The ImpactSound must be in the object inventory.\ Supply an empty string to suppress collision sounds.

Suppress default collision sprites, replace default impact sprite with ImpactSprite; found in the object inventory (empty string to just suppress).

Attempt to link the object the script is in, to target (requires permission PERMISSION_CHANGE_LINKS be set).\ Requires permission PERMISSION_CHANGE_LINKS be set.

No description recorded yet.

Remove the object containing the script from the avatar.

Returns the grab offset of a user touching the object.\ Returns <0.0, 0.0, 0.0> if Number is not a valid object.

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.

Returns the key of detected object or avatar number.\ Returns NULL_KEY if Number is not a valid index.

Returns the link position of the triggered event for touches and collisions only.\ 0 for a non-linked object, 1 for the root of a linked object, 2 for the first child, etc.

Returns the name of detected object or avatar number.\ Returns the name of detected object number.\ Returns empty string if Number is not a valid index.

Returns the key of detected object's owner.\ Returns invalid key if Number is not a valid index.

Returns the position of detected object or avatar number.\ Returns <0.0, 0.0, 0.0> if Number is not a valid index.

Returns the rotation of detected object or avatar number.\ Returns <0.0, 0.0, 0.0, 1.0> if Number is not a valid offset.

Returns the position, in region coordinates, where the object was touched in a triggered touch event.\ Unless it is a HUD, in which case it returns the position relative to the attach point.

Returns the type (AGENT, ACTIVE, PASSIVE, SCRIPTED) of detected object.\ Returns 0 if number is not a valid index.\ Note that number is a bit-field, so comparisons need to be a bitwise checked. e.g.:\ integer iType = llDetectedType(0);\ {\ // ...do stuff with the agent\ }

Returns the velocity of the detected object Number.\ Returns<0.0, 0.0, 0.0> if Number is not a valid offset.

Shows a dialog box on the avatar's screen with the message.\ Up to 12 strings in the list form buttons.\ If a button is clicked, the name is chatted on Channel.\ Opens a "notify box" in the given avatars screen displaying the message.\ Up to twelve buttons can be specified in a list of strings. When the user clicks a button, the name of the button is said on the specified channel.\ Channels work just like llSay(), so channel 0 can be heard by everyone.\ The chat originates at the object's position, not the avatar's position, even though it is said as the avatar (uses avatar's UUID and Name etc.).\ Examples:\ 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);

Delete the object which holds the script.

Ejects AvatarID from land that you own.\ Ejects AvatarID from land that the object owner (group or resident) owns.

Sends email to Address with Subject and Message.\ Sends an email to Address with Subject and Message.

If Enable is TRUE any avatar that sits on this object is forced into mouse-look mode.\ After calling this function with Enable set to TRUE, any agent sitting down on the prim will be forced into mouse-look.\ Just like llSitTarget, this changes a permanent property of the prim (not the object) and needs to be reset by calling this function with Enable set to FALSE in order to disable it.

Returns the acceleration of the object relative to the region's axes.\ Gets the acceleration of the object.

Returns an integer bit-field containing the agent information about id.\ Returns AGENT_FLYING, AGENT_ATTACHMENTS, AGENT_SCRIPTED, AGENT_SITTING, AGENT_ON_OBJECT, AGENT_MOUSELOOK, AGENT_AWAY, AGENT_BUSY, AGENT_TYPING, AGENT_CROUCHING, AGENT_ALWAYS_RUN, AGENT_WALKING and/or AGENT_IN_AIR.\ Returns information about the given agent ID as a bit-field of agent info constants.

If the avatar is in the same region, returns the size of the bounding box of the requested avatar by id, otherwise returns ZERO_VECTOR.\ If the agent is in the same region as the object, returns the size of the avatar.

Returns a string that is the name of the animation that is used for the specified animation state\ To use this function the script must obtain either the PERMISSION_OVERRIDE_ANIMATIONS or PERMISSION_TRIGGER_ANIMATION permission (automatically granted to attached objects).

Returns the object's attachment point, or 0 if not attached.

Returns the bounding box around the object (including any linked prims) relative to its root prim, as a list in the format [ (vector) min_corner, (vector) max_corner ].

Returns the prim's centre of mass (unless called from the root prim, where it returns the object's centre of mass).

Returns a key for the creator of the prim.\ Returns the key of the object's original creator. Similar to llGetOwner.

Returns how much energy is in the object as a percentage of maximum.

Returns the vector that is the geometric center of the object relative to the root prim.

Returns a key for the creator of the inventory 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'".

Returns the requested permission mask for the inventory item.\ Returns the requested permission mask for the inventory item defined by InventoryItem. If item is not in the object's inventory, llGetInventoryPermMask returns FALSE and causes the object to say "No item named '<item>'", where "<item>" is item.

Returns the key of the prim the script is attached to.\ Get the key for the object which has this script.

Returns the list of primitive attributes requested in the Parameters list for LinkNumber.\ PRIM_* flags can be broken into three categories, face flags, prim flags, and object flags.\ * Supplying a prim or object flag will return that flags attributes.\ * Face flags require the user to also supply a face index parameter.

Returns the position relative to the root.\ Returns the local position of a child object relative to the root.

Returns the rotation local to the root.\ Returns the local rotation of a child object relative to the root.

Returns the mass of object that the script is attached to.\ Returns the scripted object's mass. When called from a script in a link-set, the parent will return the sum of the link-set 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.

Returns the largest multiplicative uniform scale factor that can be successfully applied (via llScaleByFactor()) to the object without violating prim size or linkability rules.

Returns the smallest multiplicative uniform scale factor that can be successfully applied (via llScaleByFactor()) to the object without violating prim size or linkability rules.

Fetch the next queued email with that matches the given address and/or subject, via the email event.\ If the parameters are blank, they are not used for filtering.

Returns the number of prims in a link set the script is attached to.\ Returns the number of prims in (and avatars seated on) the object the script is in.

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Returns the description of the prim the script is attached to.\ Returns the description of the scripted object/prim. You can set the description using llSetObjectDesc.

Returns a list of object details specified in the Parameters list for the object or avatar in the region with key ID.\ Parameters are specified by the OBJECT_* constants.

Returns the mass of the avatar or object in the region.\ Gets the mass of the object or avatar corresponding to ID.

Returns the name of the prim which the script is attached to.\ Returns the name of the prim (not object) which contains the script.

Returns the permission mask of the requested category for the object.

Returns the total number of prims for an object in the region.\ Returns the prim count for any object id in the same region.

Returns the rotation velocity in radians per second.\ Returns a vector that is the rotation velocity of the object in radians per second.

Returns the object owner's UUID.\ Returns the key for the owner of the object.

Returns the owner of ObjectID.\ Returns the key for the owner of object ObjectID.

Gets the streaming audio URL for the parcel object is on.\ The object owner, avatar or group, must also be the land owner.

Returns the number of prims on the parcel at Position of the given category.\ Categories: PARCEL_COUNT_TOTAL, _OWNER, _GROUP, _OTHER, _SELECTED, _TEMP.\ Returns the number of prims used on the parcel at Position which are in Category.\ If SimWide is TRUE, it returns the total number of objects for all parcels with matching ownership in the category specified.\ If SimWide is FALSE, it returns the number of objects on this specific parcel in the category specified

Returns a list of up to 100 residents who own objects on the parcel at Position, with per-owner land impact totals.\ Requires owner-like permissions for the parcel, and for the script owner to be present in the region.\ The list is formatted as [ key agentKey1, integer agentLI1, key agentKey2, integer agentLI2, ... ], sorted by agent key.\ The integers are the combined land impacts of the objects owned by the corresponding agents.

Returns the media parameters for a particular face on an object, given the desired list of parameter names, in the order requested. Returns an empty list if no media exists on the face.

Returns a vector, in meters, that is the global location of the south-west corner of the region which the object is in.\ Returns the Region-Corner of the simulator containing the task. The region-corner is a vector (values in meters) representing distance from the first region.

Returns the region flags (REGION_FLAG_*) for the region the object is in.\ Returns a bit-field specifying the region flags (REGION_FLAG_*) for the region the object is in.

Returns the position (in region coordinates) of the root prim of the object which the script is attached to.\ This is used to allow a child prim to determine where the root is.

Returns the rotation (relative to the region) of the root prim of the object which the script is attached to.\ Gets the global rotation of the root object of the object script is attached to.

Returns an integer that is the script rez parameter.\ If the object was rezzed by an agent, this function returns 0.

Returns boolean value of the specified status (e.g. STATUS_PHANTOM) of the object the script is attached to.

Returns a string that is the texture on face (the inventory name if it is a texture in the prim's inventory, otherwise the key).\ Returns the texture of a face, if it is found in object inventory, its key otherwise.

Returns the number of seconds elapsed since 00:00 hours, Jan 1, 1970 UTC from the system clock.

Returns the velocity of the object.\ Returns a vector that is the velocity of the object.

Give InventoryItem to destination represented by TargetID, as permitted by the permissions system.\ TargetID may be any agent or an object in the same region.

Give InventoryItems to destination (represented by TargetID) as a new folder of items, as permitted by the permissions system.\ TargetID may be any agent or an object in the same region. If TargetID is an object, the items are passed directly to the object inventory (no folder is created).

Rez directly off of a UUID if owner has god-bit set.

Returns the ground height at the object position + offset.\ Returns the ground height at the object's position + Offset.

Returns the ground contour direction below the object position + Offset.\ Returns the ground contour at the object's position + Offset.

Returns the ground normal below the object position + offset.\ Returns the ground contour at the object's position + Offset.

Critically damps to height if within height * 0.5 of level (either above ground level or above the higher of land and water if water == TRUE).\ Critically damps to fHeight if within fHeight * 0.5 of ground or water level.\ The height is above ground level if iWater is FALSE or above the higher of land and water if iWater is TRUE.\ Do not use with vehicles. Only works in physics-enabled objects.

Returns the ground slope below the object position + Offset.\ Returns the ground slope at the object position + Offset.

Converts the top level of the JSON string to a list.

Gets the value indicated by Specifiers from the JSON string.

Returns a new JSON string that is the JSON given with the Value indicated by Specifiers set to Value.

Returns the type constant (JSON_*) for the value in JSON indicated by Specifiers.

Creates a particle system in prim LinkNumber based on Rules. An empty list removes a particle system from object.\ List format is [ rule-1, data-1, rule-2, data-2 ... rule-n, data-n ].\ This is identical to llParticleSystem except that it applies to a specified linked prim and not just the prim the script is in.

Converts either a strided list of key:value pairs to a JSON_OBJECT, or a list of values to a JSON_ARRAY.

Cause object name to point its forward axis towards Target, at a force controlled by Strength and Damping.\ Good Strength values 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.

Plays specified Sound, looping indefinitely, at Volume (0.0 - 1.0).\ 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 volume to 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.

Make a round explosion of particles. Deprecated: Use llParticleSystem instead.\ Make a round explosion of particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.

Make fire like particles. Deprecated: Use llParticleSystem instead.\ Make fire particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.

Make a fountain of particles. Deprecated: Use llParticleSystem instead.\ Make a fountain of particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.

Make smoke like particles. Deprecated: Use llParticleSystem instead.\ Make smoky particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.

Adds or removes agents from the estate's agent access or ban lists, or groups to the estate's group access list. Action is one of the ESTATE_ACCESS_ALLOWED_* operations to perform.\ Returns an integer representing a boolean, TRUE if the call was successful; FALSE if throttled, invalid action, invalid or null id or object owner is not allowed to manage the estate.\ The object owner is notified of any changes, unless PERMISSION_SILENT_ESTATE_MANAGEMENT has been granted to the script.

Returns TRUE if id ID over land owned by the script owner, otherwise FALSE.\ Returns TRUE if key ID is over land owned by the object owner, FALSE otherwise.

says Text to owner only (if owner is in region).\ Says Text to 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 in-world.

Queries the media properties of the parcel containing the script, via one or more PARCEL_MEDIA_COMMAND_* arguments specified in CommandList.\ This function will only work if the script is contained within an object owned by the land-owner (or if the land is owned by a group, only if the object has been deeded to the group).

Creates a particle system in the prim the script is attached to, based on Parameters. An empty list removes a particle system from object.\ List format is [ rule-1, data-1, rule-2, data-2 ... rule-n, data-n ].

Plays Sound once, at Volume (0.0 - 1.0) and attached to the object.\ 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.

Causes nearby viewers to preload the Sound from the object's inventory.\ This is intended to prevent delays in starting new sounds when called upon.

Applies Impulse and AngularImpulse to ObjectID.\ Applies the supplied impulse and angular impulse to the object specified.

Reloads the web page shown on the sides of the object.

Says Text, on Channel, to avatar or object indicated by TargetID (if within region).\ If TargetID is an avatar and Channel is nonzero, Text can be heard by any attachment on the avatar.

Deprecated: Use HTTP functions/events instead.\ If an object using remote data channels changes regions, you must call this function to re-register the remote data channels.\ You do not need to make this call if you don't change regions.

If the owner of the object containing this script can modify the object identified by the specified object key, and if the PIN matches the PIN previously set using llSetRemoteScriptAccessPin (on the target prim), then the script will be copied into target. Running is a boolean specifying whether the script should be enabled once copied into the target object.

Remove the named inventory item.\ Remove the named inventory item from the object inventory.

Ask AvatarID to allow the script to perform certain actions, specified in the PermissionMask bitmask. PermissionMask should be one or more PERMISSION_* constants. 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 avatar grants the requested permissions, the run_time_permissions event will be called.

Requests one HTTPS:// (SSL) URL for use by this object. The http_request event is triggered with results.\ Returns a key that is the handle used for identifying the request in the http_request event.

Instantiate owner's InventoryItem at Position with Velocity, Rotation and with StartParameter. The last selected root object's location will be set to Position.\ Creates object's inventory item at the given Position, with Velocity, Rotation, and StartParameter.

Instantiate owners InventoryItem at Position with Velocity, Rotation and with start StartParameter.\ Creates object's inventory item at Position with Velocity and Rotation supplied. The StartParameter value will be available to the newly created object in the on_rez event or through the llGetStartParameter function.\ The Velocity parameter is ignored if the rezzed object is not physical.

Cause object to rotate to Rotation, with a force function defined by Strength and Damping parameters. Good strength values 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.

Returns TRUE if avatar ID is in the same region and has the same active group, otherwise FALSE.\ Returns TRUE if the object or agent identified is in the same simulator and has the same active group as this object. Otherwise, returns FALSE.

Attempts to resize the entire object by ScalingFactor, maintaining the size-position ratios of the prims.\ \ Resizing is subject to prim scale limits and linkability limits. This function can not resize the object if the linkset is physical, a pathfinding character, in a keyframed motion, or if resizing would cause the parcel to overflow.\ Returns a boolean (an integer) TRUE if it succeeds, FALSE if it fails.

Sets an object's angular velocity to AngVel, in local coordinates if Local == TRUE (if the script is physical).\ Has no effect on non-physical objects.

Sets the animation (in object inventory) that will play for the given animation state.\ To use this function the script must obtain the PERMISSION_OVERRIDE_ANIMATIONS permission.

Set the tasks buoyancy (0 is none, < 1.0 sinks, 1.0 floats, > 1.0 rises).\ Set the object buoyancy. A value of 0 is none, less than 1.0 sinks, 1.0 floats, and greater than 1.0 rises.

Sets the camera used in this object, at offset, if an avatar sits on it.\ Sets the offset that an avatar's camera will be moved to if the avatar sits on the object.

Sets the camera eye offset used in this object if an avatar sits on it.

Sets the amount of damage that will be done to an avatar that this task hits. Task will be killed.\ Sets the amount of damage that will be done to an avatar that this object hits. This object will be destroyed on damaging an avatar, and no collision event is triggered.

Sets Force on object, in object-local coordinates if Local == TRUE (otherwise, the region reference frame is used).\ Only works on physical objects.

Sets the Force and Torque of object, in object-local coordinates if Local == TRUE (otherwise, the region reference frame is used).\ Only works on physical objects.

Critically damps a physical object to a Height (either above ground level or above the higher of land and water if water == TRUE).\ Do not use with vehicles. Use llStopHover to stop hovering.

Requests that a non-physical object be key-framed according to key-frame list.\ Specify a list of times, positions, and orientations to be followed by an object. The object will be smoothly moved between key-frames by the simulator. Collisions with other non-physical or key-framed objects will be ignored (no script events will fire and collision processing will not occur). Collisions with physical objects will be computed and reported, but the key-framed object will be unaffected by those collisions.\ Keyframes is a strided list containing positional, rotational, and time data for each step in the motion. Options is a list containing optional arguments and parameters (specified by KFM_* constants).

Animates a texture on the prim specified by LinkNumber, by setting the texture scale and offset.\ Mode is a bitmask of animation options.\ Face specifies which object face to animate.\ SizeX and SizeY specify the number of horizontal and vertical frames.Start specifes the animation start point.\ Length specifies the animation duration.\ Rate specifies the animation playback rate.

Sets the description of the prim to Description.\ The description field is limited to 127 characters.

Sets the prim's name to Name.

Sets the specified PermissionFlag permission to the value specified by PermissionMask on the object the script is attached to.

Sets the streaming audio URL for the parcel the 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.

Sets the default amount when someone chooses to pay this object.\ Price is the default price shown in the textu input field. QuickButtons specifies the 4 payment values shown in the payment dialog's buttons.\ Input field and buttons may be hidden with PAY_HIDE constant, and may be set to their default values using PAY_DEFAULT.

Sets the selected parameters of the object's physics behavior.\ MaterialBits is a bitmask specifying which of the parameters in the other arguments should be applied to the object. GravityMultiplier, Restitution, Friction, and Density are the possible parameters to manipulate.

If the object is not physical, this function sets the position of the prim.\ If the script is in a child prim, Position is treated as root relative and the link-set is adjusted.\ If the prim is the root prim, the entire object is moved (up to 10m) to Position in region coordinates.

Attempts to move the object so that the root prim is within 0.1m of Position.\ Returns an integer boolean, TRUE if the object is successfully placed within 0.1 m of Position, FALSE otherwise.\ Position may be any location within the region or up to 10m across a region border.\ If the position is below ground, it will be set to the ground level at that x,y location.

If the object is not physical, this function sets the rotation of the prim.\ If the script is in a child prim, Rotation is treated as root relative and the link-set is adjusted.\ If the prim is the root prim, the entire object is rotated to Rotation in the global reference frame.

Sets whether successive calls to llPlaySound, llLoopSound, etc., (attached sounds) interrupt the currently 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.

Sets object status specified in Status bitmask (e.g. STATUS_PHYSICS|STATUS_PHANTOM) to boolean Value.\ For a full list of STATUS_* constants, see wiki documentation.

Animates a texture by setting the texture scale and offset.\ Mode is a bitmask of animation options.\ Face specifies which object face to animate.\ SizeX and SizeY specify the number of horizontal and vertical frames.Start specifes the animation start point.\ Length specifies the animation duration.\ Rate specifies the animation playback rate.

Sets the Torque acting on the script's object, in object-local coordinates if Local == TRUE (otherwise, the region reference frame is used).\ Only works on physical objects.

Activates the vehicle action on the object with vehicle preset Type.\ Valid Types and an explanation of their characteristics can be found in wiki documentation.

If the object is physics-enabled, sets the object's linear velocity to Velocity.\ If Local==TRUE, Velocity is treated as a local directional vector; otherwise, Velocity is treated as a global directional vector.

Set the sit location for this object. If offset == ZERO_VECTOR, clears the sit target.

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Stop causing object to point at a target (due to llLookAt() or llRotLookAt()).

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Attempt to spin at SpinRate with strength Gain on Axis.\ A spin rate of 0.0 cancels the spin. This function always works in object-local coordinates.

Requests a teleport of avatar to a landmark stored in the object's inventory. If no landmark is provided (an empty string), the avatar is teleported to the location position in the current region. In either case, the avatar is turned to face the position given by look_at in local coordinates.\ Requires the PERMISSION_TELEPORT permission. This function can only teleport the owner of the object.

Teleports an agent to the RegionPosition local coordinates within a region which is specified by the GlobalPosition global coordinates. The agent lands facing the position defined by LookAtPoint local coordinates.\ Requires the PERMISSION_TELEPORT permission. This function can only teleport the owner of the object.

Plays Sound at Volume (0.0 - 1.0), centered at but not attached to object.\ 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.

Plays Sound at Volume (0.0 - 1.0), centered at but not attached to object, limited to axis-aligned bounding box defined by vectors top-north-east (TNE) and bottom-south-west (BSW).\ 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.

If agent identified by AvatarID 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.

If DetectEnabled = TRUE, object becomes phantom but triggers collision_start and collision_end events when other objects start and stop interpenetrating.\ If another object (including avatars) interpenetrates it, it will get a collision_start event.\ When an object stops interpenetrating, a collision_end event is generated. While the other is inter-penetrating, collision events are NOT generated.

Returns the water height below the object position + Offset.

Returns the wind velocity at the object position + Offset.

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Creates a notecard with the specified avatar's current appearance inside the object

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Deletes an object depending on the target uuid. Note: Only allow osDie() on objects rezzed by the script prim Group (linkset) or on it self.

Eject the specified avatar from the object's current group

Attaches the object to the avatar.; No PERMISSION_ATTACH check.

to llBreakLink(integer link) except that it doesn't require the link permission to be granted. Delinks the prim with the given link number in a linked object set.

Idential to llCreateLink() except that it doesn't require the link permission to be granted. Attempt to link the script's object with target.

Detaches the object from the avatar.; No PERMISSION_ATTACH check.

Returns a given line in a specified notecard contained in the object

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Returns the key of the object's parent object

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Invited the specified avatar to the object's current group

Sends a specified message to an object

Save the target NPC's current appearance to a notecard in the object's inventory

Makes the target NPC sit on an object

Makes the target NPC to touch the specified object

Creates a notecard with the object owner's current appearance inside the object

Joins two adjacent parcels within the same region

Subdivides a parcel into two adjacent parcels within the same region

Allows creators to set the major physics dynamic proprieties, replacing the values estimated from the linkset parts. Call osClearInertia to undo.

Set physical object to float at the given water level

Adjusts water height in current region

Teleports the owner of the object containing the script to the specified location

Set this region's weather. The script's OWNER must hold the region. Key/value pairs: see Wolf_Api.WeatherRulesToJson. TRUE when the grid accepted it, FALSE otherwise.