Functions
The complete LSL API — 522 functions
Function descriptions and signatures are sourced from the lsl-definitions repository by Linden Lab and its contributors
The ll namespace contains all 522 LSL API functions.
A
Abs
ll.Abs · llAbs
Deprecated
Use 'math.abs' instead. Double precision; fastcall.
Returns the absolute (positive) version of Value.
function Abs(value: number): numberAcos
ll.Acos · llAcos
Deprecated
Use 'math.acos' instead. Double precision; fastcall.
Returns the arc-cosine of Value, in radians.
function Acos(value: number): numberAddToLandBanList
ll.AddToLandBanList · llAddToLandBanList
Add avatar ID to the parcel ban list for the specified number of Hours. A value of 0 for Hours will add the agent indefinitely. The smallest value that 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 approximately 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 neighbouring parcel.
function AddToLandBanList(id: UUID, hours: number): voidAddToLandPassList
ll.AddToLandPassList · llAddToLandPassList
Add avatar ID to the land pass list, for a duration of Hours.
function AddToLandPassList(id: UUID, hours: number): voidAdjustDamage
ll.AdjustDamage · llAdjustDamage
Changes the amount of damage to be delivered by this damage event.
function AdjustDamage(number: number, damage: number): voidAdjustSoundVolume
ll.AdjustSoundVolume · llAdjustSoundVolume
Adjusts the volume (0.0 - 1.0) of the currently playing attached sound. This function has no effect on sounds started with llTriggerSound.
function AdjustSoundVolume(volume: number): voidAgentInExperience
ll.AgentInExperience · llAgentInExperience
Returns TRUE if the agent is in the Experience and the Experience can run in the current location.
function AgentInExperience(agentId: UUID): booleanAllowInventoryDrop
ll.AllowInventoryDrop · llAllowInventoryDrop
If Flag == TRUE, users without object modify permissions can still drop inventory items into the object.
function AllowInventoryDrop(flag: boolean): voidAngleBetween
ll.AngleBetween · llAngleBetween
Returns the angle, in radians, between rotations Rot1 and Rot2.
function AngleBetween(rot1: Quaternion, rot2: Quaternion): numberApplyImpulse
ll.ApplyImpulse · llApplyImpulse
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.
function ApplyImpulse(force: Vector, local: boolean): voidApplyRotationalImpulse
ll.ApplyRotationalImpulse · llApplyRotationalImpulse
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.
function ApplyRotationalImpulse(force: Vector, local: boolean): voidAsin
ll.Asin · llAsin
Deprecated
Use 'math.asin' instead. Double precision; fastcall.
Returns the arc-sine, in radians, of Value.
function Asin(value: number): numberAtan2
ll.Atan2 · llAtan2
Deprecated
Use 'math.atan2' instead. Double precision; fastcall.
Returns the arc-tangent2 of y, x.
function Atan2(y: number, x: number): numberAttachToAvatar
ll.AttachToAvatar · llAttachToAvatar
Attach to avatar at point AttachmentPoint. Requires the PERMISSION_ATTACH runtime permission.
function AttachToAvatar(attachmentPoint: number): voidAttachToAvatarTemp
ll.AttachToAvatarTemp · llAttachToAvatarTemp
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. Requires the PERMISSION_ATTACH runtime permission.
function AttachToAvatarTemp(attachPoint: number): voidAvatarOnLinkSitTarget
ll.AvatarOnLinkSitTarget · llAvatarOnLinkSitTarget
If an avatar is sitting on the link's sit target, return the avatar's key, NULL_KEY otherwise. Returns a key that is the UUID of the user seated on the specified link's prim.
function AvatarOnLinkSitTarget(linkNumber: number): UUIDAvatarOnSitTarget
ll.AvatarOnSitTarget · llAvatarOnSitTarget
If an avatar is seated on the sit target, returns the avatar's key, otherwise NULL_KEY. This only will detect avatars sitting on sit targets defined with llSitTarget.
function AvatarOnSitTarget(): UUIDAxes2Rot
ll.Axes2Rot · llAxes2Rot
Returns the rotation represented by coordinate axes Forward, Left, and Up.
function Axes2Rot(forward: Vector, left: Vector, up: Vector): QuaternionAxisAngle2Rot
ll.AxisAngle2Rot · llAxisAngle2Rot
Returns the rotation that is a generated Angle about Axis.
function AxisAngle2Rot(axis: Vector, angle: number): QuaternionB
Base64ToInteger
ll.Base64ToInteger · llBase64ToInteger
Deprecated
Use 'llbase64.decode' and 'string.unpack' or 'buffer.readi32' instead.
Returns an integer that is the Text, Base64 decoded as a big endian integer. Returns zero if Text is longer then 8 characters. If Text contains fewer then 6 characters, the return value is unpredictable.
function Base64ToInteger(text: string): numberBase64ToString
ll.Base64ToString · llBase64ToString
Deprecated
Use 'llbase64.decode' instead.
Converts a Base64 string to a conventional string. If the conversion creates any unprintable characters, they are converted to question marks.
function Base64ToString(text: string): stringBreakAllLinks
ll.BreakAllLinks · llBreakAllLinks
De-links all prims in the link set. Requires the PERMISSION_CHANGE_LINKS runtime permission.
function BreakAllLinks(): voidBreakLink
ll.BreakLink · llBreakLink
De-links the prim with the given link number. Requires the PERMISSION_CHANGE_LINKS runtime permission.
function BreakLink(linkNumber: number): voidC
CSV2List
ll.CSV2List · llCSV2List
Create a list from a string of comma separated values specified in Text.
function CSV2List(text: string): string[]CastRay
ll.CastRay · llCastRay
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.
function CastRay<const T extends readonly unknown[]>(start: Vector, end: Vector, options: T & ParseCastRayParams<T>): listCeil
ll.Ceil · llCeil
Deprecated
Use 'math.ceil' instead. Fastcall.
Returns smallest integer value >= Value.
function Ceil(value: number): numberChar
ll.Char · llChar
Returns a single character string that is the representation of the unicode value.
function Char(value: number): stringClearCameraParams
ll.ClearCameraParams · llClearCameraParams
Resets all camera parameters to default values and turns off scripted camera control. Requires the PERMISSION_CONTROL_CAMERA runtime permission (automatically granted to attached or sat on objects).
function ClearCameraParams(): voidClearExperience
ll.ClearExperience · llClearExperience
Deprecated
This function is deprecated.
function ClearExperience(agentId: UUID, experienceId: UUID): voidClearExperiencePermissions
ll.ClearExperiencePermissions · llClearExperiencePermissions
Deprecated
This function is deprecated.
function ClearExperiencePermissions(agentId: UUID): voidClearLinkMedia
ll.ClearLinkMedia · llClearLinkMedia
Clears (deletes) the media and all parameters from the given Face on the linked prim. Returns an integer that is a STATUS_* flag, which details the success/failure of the operation.
function ClearLinkMedia(link: number, face: number): numberClearPrimMedia
ll.ClearPrimMedia · llClearPrimMedia
Clears (deletes) the media and all parameters from the given Face. Returns an integer that is a STATUS_* flag which details the success/failure of the operation.
function ClearPrimMedia(face: number): numberCloseRemoteDataChannel
ll.CloseRemoteDataChannel · llCloseRemoteDataChannel
Deprecated
This function is deprecated.
This function is deprecated.
function CloseRemoteDataChannel(channelId: UUID): voidCloud
ll.Cloud · llCloud
Deprecated
This function is deprecated.
Returns the cloud density at the object's position + Offset.
function Cloud(offset: Vector): numberCollisionFilter
ll.CollisionFilter · llCollisionFilter
Specify an empty string or NULL_KEY for Accept, to not filter on the corresponding parameter.
function CollisionFilter(objectName: string, objectId: UUID, accept: boolean): voidCollisionSound
ll.CollisionSound · llCollisionSound
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.
function CollisionSound(impactSound: string, impactVolume: number): voidCollisionSprite
ll.CollisionSprite · llCollisionSprite
Deprecated
This function is deprecated.
Suppress default collision sprites, replace default impact sprite with ImpactSprite; found in the object inventory (empty string to just suppress).
function CollisionSprite(impactSprite: string): voidComputeHash
ll.ComputeHash · llComputeHash
Returns hex-encoded Hash string of Message using digest Algorithm.
function ComputeHash(message: string, algorithm: string): stringCos
ll.Cos · llCos
Deprecated
Use 'math.cos' instead. Double precision; fastcall.
Returns the cosine of Theta (Theta in radians).
function Cos(theta: number): numberCreateCharacter
ll.CreateCharacter · llCreateCharacter
Convert link-set to AI/Physics character. Creates a path-finding entity, known as a "character", from the object containing the script. Required to activate use of path-finding functions. Options is a list of key/value pairs.
function CreateCharacter<const T extends readonly unknown[]>(options: T & ParseCharacterParams<T>): voidCreateKeyValue
ll.CreateKeyValue · llCreateKeyValue
Starts an asychronous transaction to create a key-value pair. Will fail with XP_ERROR_STORAGE_EXCEPTION if the key already exists. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is a two element commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will be the value passed to the function.
function CreateKeyValue(key: string, value: string): UUIDCreateLink
ll.CreateLink · llCreateLink
Attempt to link the object the script is in, to target. Requires the PERMISSION_CHANGE_LINKS runtime permission.
function CreateLink(targetPrim: UUID, parent: boolean): voidD
Damage
ll.Damage · llDamage
Generates a damage event on the targeted agent or task.
function Damage(target: UUID, damage: number, type: number): voidDataSizeKeyValue
ll.DataSizeKeyValue · llDataSizeKeyValue
Starts an asychronous transaction the request the used and total amount of data allocated for the Experience. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will be the the amount in use and the third item will be the total available.
function DataSizeKeyValue(): UUIDDeleteCharacter
ll.DeleteCharacter · llDeleteCharacter
Convert link-set from AI/Physics character to Physics object. Convert the current link-set back to a standard object, removing all path-finding properties.
function DeleteCharacter(): voidDeleteKeyValue
ll.DeleteKeyValue · llDeleteKeyValue
Starts an asychronous transaction to delete a key-value pair. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is a two element commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will be the value associated with the key.
function DeleteKeyValue(key: string): UUIDDeleteSubList
ll.DeleteSubList · llDeleteSubList
Deprecated
Use 'table.remove' instead. Unnecessary table copying.
Removes the slice from start to end and returns the remainder of the list. Remove a slice from the list and return the remainder, start and end are inclusive. 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.
function DeleteSubList(source: T[], start: number, end: number): T[]DeleteSubString
ll.DeleteSubString · llDeleteSubString
Removes the indicated sub-string and returns the result. Start and End are inclusive. 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.
function DeleteSubString(source: string, start: number, end: number): stringDerezObject
ll.DerezObject · llDerezObject
Derezzes an object previously rezzed by a script in this region. Returns TRUE on success or FALSE if the object could not be derezzed.
function DerezObject(id: UUID, flags: number): booleanDetachFromAvatar
ll.DetachFromAvatar · llDetachFromAvatar
Remove the object containing the script from the avatar. Requires the PERMISSION_ATTACH runtime permission (automatically granted to attached objects).
function DetachFromAvatar(): voidDetectedDamage
ll.DetectedDamage · llDetectedDamage
Returns a list containing the current damage for the event, the damage type and the original damage delivered.
function DetectedDamage(number: number): DamageDetailsDetectedGrab
ll.DetectedGrab · llDetectedGrab
Returns the grab offset of a user touching the object. Returns <0.0, 0.0, 0.0> if Number is not a valid object.
function DetectedGrab(number: number): VectorDetectedGroup
ll.DetectedGroup · llDetectedGroup
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.
function DetectedGroup(number: number): booleanDetectedKey
ll.DetectedKey · llDetectedKey
Returns the key of detected object or avatar number. Returns NULL_KEY if Number is not a valid index.
function DetectedKey(number: number): UUIDDetectedLinkNumber
ll.DetectedLinkNumber · llDetectedLinkNumber
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.
function DetectedLinkNumber(number: number): numberDetectedName
ll.DetectedName · llDetectedName
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.
function DetectedName(number: number): stringDetectedOwner
ll.DetectedOwner · llDetectedOwner
Returns the key of detected object's owner. Returns invalid key if Number is not a valid index.
function DetectedOwner(number: number): UUIDDetectedPos
ll.DetectedPos · llDetectedPos
Returns the position of detected object or avatar number. Returns <0.0, 0.0, 0.0> if Number is not a valid index.
function DetectedPos(number: number): VectorDetectedRezzer
ll.DetectedRezzer · llDetectedRezzer
Returns the key for the rezzer of the detected object.
function DetectedRezzer(number: number): UUIDDetectedRot
ll.DetectedRot · llDetectedRot
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.
function DetectedRot(number: number): QuaternionDetectedTouchBinormal
ll.DetectedTouchBinormal · llDetectedTouchBinormal
Returns the surface bi-normal for a triggered touch event. Returns a vector that is the surface bi-normal (tangent to the surface) where the touch event was triggered.
function DetectedTouchBinormal(index: number): VectorDetectedTouchFace
ll.DetectedTouchFace · llDetectedTouchFace
Returns the index of the face where the avatar clicked in a triggered touch event.
function DetectedTouchFace(index: number): numberDetectedTouchNormal
ll.DetectedTouchNormal · llDetectedTouchNormal
Returns the surface normal for a triggered touch event. Returns a vector that is the surface normal (perpendicular to the surface) where the touch event was triggered.
function DetectedTouchNormal(index: number): VectorDetectedTouchPos
ll.DetectedTouchPos · llDetectedTouchPos
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.
function DetectedTouchPos(index: number): VectorDetectedTouchST
ll.DetectedTouchST · llDetectedTouchST
Returns a vector that is the surface coordinates 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 if the surface coordinates cannot be determined (e.g. when the viewer does not support this function).
function DetectedTouchST(index: number): VectorDetectedTouchUV
ll.DetectedTouchUV · llDetectedTouchUV
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 if the touch UV coordinates cannot be determined (e.g. when the viewer does not support this function).
function DetectedTouchUV(index: number): VectorDetectedType
ll.DetectedType · llDetectedType
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 }
function DetectedType(number: number): numberDetectedVel
ll.DetectedVel · llDetectedVel
Returns the velocity of the detected object Number. Returns<0.0, 0.0, 0.0> if Number is not a valid offset.
function DetectedVel(number: number): VectorDialog
ll.Dialog · llDialog
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);
function Dialog(avatarId: UUID, text: string, buttons: string[], channel: number): voidDie
ll.Die · llDie
Delete the object which holds the script.
function Die(): voidDumpList2String
ll.DumpList2String · llDumpList2String
Returns the list as a single string, using Separator between the entries. Write the list out as a single string, using Separator between values.
function DumpList2String(source: list, separator: string): stringE
EdgeOfWorld
ll.EdgeOfWorld · llEdgeOfWorld
Checks to see whether the border hit by Direction from Position is the edge of the world (has no neighboring region). Returns TRUE if the line along Direction from Position hits the edge of the world in the current simulator, returns FALSE if that edge crosses into another simulator.
function EdgeOfWorld(position: Vector, direction: Vector): booleanEjectFromLand
ll.EjectFromLand · llEjectFromLand
Ejects AvatarID from land that you own. Ejects AvatarID from land that the object owner (group or resident) owns.
function EjectFromLand(avatarId: UUID): voidll.Email · llEmail
Sends email to Address with Subject and Message. Sends an email to Address with Subject and Message.
function Email(address: string, subject: string, text: string): voidEscapeURL
ll.EscapeURL · llEscapeURL
Returns an escaped/encoded version of url, replacing spaces with %20 etc. 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.
function EscapeURL(url: string): stringEuler2Rot
ll.Euler2Rot · llEuler2Rot
Returns the rotation representation of the Euler angles. Returns the rotation represented by the Euler Angle.
function Euler2Rot(vector: Vector): QuaternionEvade
ll.Evade · llEvade
Evade a specified target. Characters will (roughly) try to hide from their pursuers if there is a good hiding spot along their fleeing path. Hiding means no direct line of sight from the head of the character (centre of the top of its physics bounding box) to the head of its pursuer and no direct path between the two on the navigation-mesh.
function Evade(targetId: UUID, options: list): voidExecCharacterCmd
ll.ExecCharacterCmd · llExecCharacterCmd
Execute a character command. Send a command to the path system. Currently only supports stopping the current path-finding operation or causing the character to jump.
function ExecCharacterCmd(command: number, options: list): voidF
Fabs
ll.Fabs · llFabs
Deprecated
Use 'math.abs' instead. Double precision; fastcall.
Returns the positive version of Value. Returns the absolute value of Value.
function Fabs(value: number): numberFindNotecardTextCount
ll.FindNotecardTextCount · llFindNotecardTextCount
Searches the text of a cached notecard for lines containing the given pattern and returns the number of matches found through a dataserver event.
function FindNotecardTextCount(notecardName: string, pattern: string, options: list): UUIDFindNotecardTextSync
ll.FindNotecardTextSync · llFindNotecardTextSync
Searches the text of a cached notecard for lines containing the given pattern. Returns a list of line numbers and column where a match is found. If the notecard is not inthe cache it returns a list containing a single entry of NAK. If no matches are found anempty list is returned.
function FindNotecardTextSync(notecardName: string, pattern: string, startMatch: number, count: number, options: list): listFleeFrom
ll.FleeFrom · llFleeFrom
Flee from a point. Directs a character (llCreateCharacter) to keep away from a defined position in the region or adjacent regions.
function FleeFrom(source: Vector, distance: number, options: list): voidFloor
ll.Floor · llFloor
Deprecated
Use 'math.floor' instead. Fastcall.
Returns largest integer value <= Value.
function Floor(value: number): numberForceMouselook
ll.ForceMouselook · llForceMouselook
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.
function ForceMouselook(enable: boolean): voidFrand
ll.Frand · llFrand
Returns a pseudo random number in the range [0, Magnitude] or [Magnitude, 0]. Returns a pseudo-random number between [0, Magnitude].
function Frand(magnitude: number): numberG
GenerateKey
ll.GenerateKey · llGenerateKey
Generates a key (SHA-1 hash) using UUID generation to create a unique key. As the UUID produced is versioned, it should never return a value of NULL_KEY. The specific UUID version is an implementation detail that has changed in the past and may change again in the future. Do not depend upon the UUID that is returned to be version 5 SHA-1 hash.
function GenerateKey(): UUIDGetAccel
ll.GetAccel · llGetAccel
Returns the acceleration of the object relative to the region's axes. Gets the acceleration of the object.
function GetAccel(): VectorGetAgentInfo
ll.GetAgentInfo · llGetAgentInfo
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, AGENT_IN_AIR and/or AGENT_FLOATING_VIA_SCRIPTED_ATTACHMENT. Returns information about the given agent ID as a bit-field of agent info constants.
function GetAgentInfo(avatarId: UUID): numberGetAgentLanguage
ll.GetAgentLanguage · llGetAgentLanguage
Returns the language code of the preferred interface language of the avatar. Returns a string that is the language code of the preferred interface language of the resident.
function GetAgentLanguage(avatarId: UUID): stringGetAgentList
ll.GetAgentList · llGetAgentList
Requests a list of agents currently in the region, limited by the scope parameter. Returns a list [key UUID-0, key UUID-1, ..., key UUID-n] or [string error_msg] - returns avatar keys for all agents in the region limited to the area(s) specified by scope
function GetAgentList(scope: number, options: list): UUID[]GetAgentSize
ll.GetAgentSize · llGetAgentSize
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.
function GetAgentSize(avatarId: UUID): VectorGetAlpha
ll.GetAlpha · llGetAlpha
Returns the alpha value of Face. Returns the 'alpha' of the given face. If face is ALL_SIDES the value returned is the mean average of all faces.
function GetAlpha(face: number): numberGetAnimation
ll.GetAnimation · llGetAnimation
Returns the name of the currently playing locomotion animation for the avatar id. Returns the currently playing animation for the specified avatar ID.
function GetAnimation(avatarId: UUID): stringGetAnimationList
ll.GetAnimationList · llGetAnimationList
Returns a list of keys of playing animations for an avatar. Returns a list of keys of all playing animations for the specified avatar ID.
function GetAnimationList(avatarId: UUID): UUID[]GetAnimationOverride
ll.GetAnimationOverride · llGetAnimationOverride
Returns a string that is the name of the animation that is used for the specified animation state. Requires the PERMISSION_OVERRIDE_ANIMATIONS or PERMISSION_TRIGGER_ANIMATION runtime permission (automatically granted to attached objects).
function GetAnimationOverride(animationState: string): stringGetAttached
ll.GetAttached · llGetAttached
Returns the object's attachment point, or 0 if not attached.
function GetAttached(): numberGetAttachedList
ll.GetAttachedList · llGetAttachedList
Returns a list of keys of all visible (not HUD) attachments on the avatar identified by the ID argument
function GetAttachedList(id: UUID): UUID[]GetAttachedListFiltered
ll.GetAttachedListFiltered · llGetAttachedListFiltered
Retrieves a list of attachments on an avatar.
function GetAttachedListFiltered(agentId: UUID, options: list): UUID[]GetBoundingBox
ll.GetBoundingBox · llGetBoundingBox
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 ].
function GetBoundingBox(id: UUID): Vector[]GetCameraAspect
ll.GetCameraAspect · llGetCameraAspect
Returns the current camera aspect ratio (width / height) of the agent who has granted the scripted object PERMISSION_TRACK_CAMERA permissions. If no permissions have been granted: it returns zero.
function GetCameraAspect(): numberGetCameraFOV
ll.GetCameraFOV · llGetCameraFOV
Returns the current camera field of view of the agent who has granted the scripted object PERMISSION_TRACK_CAMERA permissions. If no permissions have been granted: it returns zero.
function GetCameraFOV(): numberGetCameraPos
ll.GetCameraPos · llGetCameraPos
Returns the current camera position for the agent the task has permissions for. 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.
function GetCameraPos(): VectorGetCameraRot
ll.GetCameraRot · llGetCameraRot
Returns the current camera orientation for the agent the task has permissions for. If no user has granted the PERMISSION_TRACK_CAMERA permission, returns ZERO_ROTATION.
function GetCameraRot(): QuaternionGetCenterOfMass
ll.GetCenterOfMass · llGetCenterOfMass
Returns the prim's centre of mass (unless called from the root prim, where it returns the object's centre of mass).
function GetCenterOfMass(): VectorGetClosestNavPoint
ll.GetClosestNavPoint · llGetClosestNavPoint
Get the closest navigable point to the point provided. The function accepts a point in region-local space (like all the other path-finding methods) and returns either an empty list or a list containing a single vector which is the closest point on the navigation-mesh to the point provided.
function GetClosestNavPoint(point: Vector, options: list): Vector[]GetColor
ll.GetColor · llGetColor
Returns the color on 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.
function GetColor(face: number): VectorGetCreator
ll.GetCreator · llGetCreator
Returns a key for the creator of the prim. Returns the key of the object's original creator. Similar to llGetOwner.
function GetCreator(): UUIDGetDate
ll.GetDate · llGetDate
Returns the current date in the UTC time zone in the format YYYY-MM-DD. Returns the current UTC date as YYYY-MM-DD.
function GetDate(): stringGetDayLength
ll.GetDayLength · llGetDayLength
Returns the number of seconds in a day on this parcel.
function GetDayLength(): numberGetDayOffset
ll.GetDayOffset · llGetDayOffset
Returns the number of seconds in a day is offset from midnight in this parcel.
function GetDayOffset(): numberGetDisplayName
ll.GetDisplayName · llGetDisplayName
Returns the display name of an avatar, if the avatar is connected to the current region, or if the name has been cached. Otherwise, returns an empty string. Use llRequestDisplayName if the avatar may be absent from the region.
function GetDisplayName(avatarId: UUID): stringGetEnergy
ll.GetEnergy · llGetEnergy
Returns how much energy is in the object as a percentage of maximum.
function GetEnergy(): numberGetEnv
ll.GetEnv · llGetEnv
Returns a string with the requested data about the region.
function GetEnv(dataRequest: string): stringGetEnvironment
ll.GetEnvironment · llGetEnvironment
Returns a string with the requested data about the region.
function GetEnvironment<const T extends readonly EnvironmentParamFlag[]>(position: Vector, envParams: T): MapEnvironmentParam<T> | []GetExperienceDetails
ll.GetExperienceDetails · llGetExperienceDetails
Returns a list with the following Experience properties: [Experience Name, Owner ID, Group ID, Experience ID, State, State Message]. State is an integer corresponding to one of the constants XP_ERROR_... and State Message is the string returned by llGetExperienceErrorMessage for that integer.
function GetExperienceDetails(experienceId: UUID): ExperienceDetailsGetExperienceErrorMessage
ll.GetExperienceErrorMessage · llGetExperienceErrorMessage
Returns a string describing the error code passed or the string corresponding with XP_ERROR_UNKNOWN_ERROR if the value is not a valid Experience error code.
function GetExperienceErrorMessage(error: number): stringGetExperienceList
ll.GetExperienceList · llGetExperienceList
Deprecated
This function is deprecated.
function GetExperienceList(agentId: UUID): UUID[]GetForce
ll.GetForce · llGetForce
Returns the force (if the script is physical). Returns the current force if the script is physical.
function GetForce(): VectorGetFreeMemory
ll.GetFreeMemory · llGetFreeMemory
Returns the number of free bytes of memory the script can use. Returns the available free space for the current script. This is inaccurate with LSO.
function GetFreeMemory(): numberGetFreeURLs
ll.GetFreeURLs · llGetFreeURLs
Returns the number of available URLs for the current script. Returns an integer that is the number of available URLs.
function GetFreeURLs(): numberGetGMTclock
ll.GetGMTclock · llGetGMTclock
Returns the time in seconds since midnight GMT. Gets the time in seconds since midnight in GMT/UTC.
function GetGMTclock(): numberGetGeometricCenter
ll.GetGeometricCenter · llGetGeometricCenter
Returns the vector that is the geometric center of the object relative to the root prim.
function GetGeometricCenter(): VectorGetHTTPHeader
ll.GetHTTPHeader · llGetHTTPHeader
Returns the value for header for request_id. Returns a string that is the value of the Header for HTTPRequestID.
function GetHTTPHeader(httpRequestId: UUID, header: string): stringGetHealth
ll.GetHealth · llGetHealth
Returns the current health of an avatar or object in the region.
function GetHealth(id: UUID): numberGetInventoryAcquireTime
ll.GetInventoryAcquireTime · llGetInventoryAcquireTime
Returns the time at which the item was placed into this prim's inventory as a timestamp.
function GetInventoryAcquireTime(inventoryItem: string): stringGetInventoryCreator
ll.GetInventoryCreator · llGetInventoryCreator
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'".
function GetInventoryCreator(inventoryItem: string): UUIDGetInventoryDesc
ll.GetInventoryDesc · llGetInventoryDesc
Returns the item description of the item in inventory. If item is not found in inventory, the object says "No item named 'name'" to the debug channel and returns an empty string.
function GetInventoryDesc(inventoryItem: string): stringGetInventoryKey
ll.GetInventoryKey · llGetInventoryKey
Returns the key that is the UUID of the inventory named. Returns the key of the inventory named.
function GetInventoryKey(inventoryItem: string): UUIDGetInventoryName
ll.GetInventoryName · llGetInventoryName
Returns the name of the inventory item of a given type, specified by index number. Use the inventory constants INVENTORY_* to specify the type.
function GetInventoryName(inventoryType: number, index: number): stringGetInventoryNumber
ll.GetInventoryNumber · llGetInventoryNumber
Returns the quantity of items of a given type (INVENTORY_* flag) in the prim's inventory. Use the inventory constants INVENTORY_* to specify the type.
function GetInventoryNumber(inventoryType: number): numberGetInventoryPermMask
ll.GetInventoryPermMask · llGetInventoryPermMask
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.
function GetInventoryPermMask(inventoryItem: string, bitMask: number): numberGetInventoryType
ll.GetInventoryType · llGetInventoryType
Returns the type of the named inventory item. Like all inventory functions, llGetInventoryType is case-sensitive.
function GetInventoryType(inventoryItem: string): numberGetKey
ll.GetKey · llGetKey
Returns the key of the prim the script is attached to. Get the key for the object which has this script.
function GetKey(): UUIDGetLandOwnerAt
ll.GetLandOwnerAt · llGetLandOwnerAt
Returns the key of the land owner, returns NULL_KEY if public. Returns the key of the land owner at Position, or NULL_KEY if public.
function GetLandOwnerAt(position: Vector): UUIDGetLinkKey
ll.GetLinkKey · llGetLinkKey
Returns the key of the linked prim LinkNumber. Returns the key of LinkNumber in the link set.
function GetLinkKey(linkNumber: number): UUIDGetLinkMedia
ll.GetLinkMedia · llGetLinkMedia
Get the media parameters for a particular face on linked prim, given the desired list of parameter names. Returns a list of values in the order requested. Returns an empty list if no media exists on the face.
function GetLinkMedia<const T extends readonly MediaParamFlag[]>(linkNumber: number, face: number, parameters: T): MapMediaParam<T> | []GetLinkName
ll.GetLinkName · llGetLinkName
Returns the name of LinkNumber in a link set. Returns the name of LinkNumber the link set.
function GetLinkName(linkNumber: number): stringGetLinkNumber
ll.GetLinkNumber · llGetLinkNumber
Returns the link number of the prim containing the script (0 means not linked, 1 the prim is the root, 2 the prim is the first child, etc.). Returns the link number of the prim containing the script. 0 means no link, 1 the root, 2 for first child, etc.
function GetLinkNumber(): numberGetLinkNumberOfSides
ll.GetLinkNumberOfSides · llGetLinkNumberOfSides
Returns the number of sides of the specified linked prim. Returns an integer that is the number of faces (or sides) of the prim link.
function GetLinkNumberOfSides(linkNumber: number): numberGetLinkPrimitiveParams
ll.GetLinkPrimitiveParams · llGetLinkPrimitiveParams
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 flag's attributes.
- Face flags require the user to also supply a face index parameter.
function GetLinkPrimitiveParams<const T extends readonly unknown[]>(linkNumber: number, parameters: T & ParsePrimParamGets<T>): MapPrimParamGet<T> | []GetLinkSitFlags
ll.GetLinkSitFlags · llGetLinkSitFlags
Returns the sit flags set on the specified prim in a linkset.
function GetLinkSitFlags(linkNumber: number): numberGetListEntryType
ll.GetListEntryType · llGetListEntryType
Deprecated
Use 'typeof' instead.
Returns the type of the index entry in the list (TYPE_INTEGER, TYPE_FLOAT, TYPE_STRING, TYPE_KEY, TYPE_VECTOR, TYPE_ROTATION, or TYPE_INVALID if index is off list). Returns the type of the variable at Index in ListVariable.
function GetListEntryType(listVariable: list, index: number): numberGetListLength
ll.GetListLength · llGetListLength
Deprecated
Use '#' or 'rawlen' instead. Metatable support.
Returns the number of elements in the list. Returns the number of elements in ListVariable.
function GetListLength(listVariable: list): numberGetLocalPos
ll.GetLocalPos · llGetLocalPos
Returns the position relative to the root. Returns the local position of a child object relative to the root.
function GetLocalPos(): VectorGetLocalRot
ll.GetLocalRot · llGetLocalRot
Returns the rotation local to the root. Returns the local rotation of a child object relative to the root.
function GetLocalRot(): QuaternionGetMass
ll.GetMass · llGetMass
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.
function GetMass(): numberGetMassMKS
ll.GetMassMKS · llGetMassMKS
Acts as llGetMass(), except that the units of the value returned are Kg.
function GetMassMKS(): numberGetMaxScaleFactor
ll.GetMaxScaleFactor · llGetMaxScaleFactor
Returns the largest multiplicative uniform scale factor that can be successfully applied (via llScaleByFactor()) to the object without violating prim size or linkability rules.
function GetMaxScaleFactor(): numberGetMemoryLimit
ll.GetMemoryLimit · llGetMemoryLimit
Get the maximum memory a script can use, in bytes.
function GetMemoryLimit(): numberGetMinScaleFactor
ll.GetMinScaleFactor · llGetMinScaleFactor
Returns the smallest multiplicative uniform scale factor that can be successfully applied (via llScaleByFactor()) to the object without violating prim size or linkability rules.
function GetMinScaleFactor(): numberGetMoonDirection
ll.GetMoonDirection · llGetMoonDirection
Returns a normalized vector of the direction of the moon in the parcel. Returns the moon's direction on the simulator in the parcel.
function GetMoonDirection(): VectorGetMoonRotation
ll.GetMoonRotation · llGetMoonRotation
Returns the rotation applied to the moon in the parcel.
function GetMoonRotation(): QuaternionGetNextEmail
ll.GetNextEmail · llGetNextEmail
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.
function GetNextEmail(address: string, subject: string): voidGetNotecardLine
ll.GetNotecardLine · llGetNotecardLine
Returns LineNumber from NotecardName via the dataserver event. The line index starts at zero in LSL, one in Lua. If the requested line is passed the end of the note-card 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.
function GetNotecardLine(notecardName: string, lineNumber: number): UUIDGetNotecardLineSync
ll.GetNotecardLineSync · llGetNotecardLineSync
Returns LineNumber from NotecardName. The line index starts at zero in LSL, one in Lua. If the requested line is past the end of the note-card the return value will be set to the constant EOF string. If the note-card is not cached on the simulator the return value is the NAK string.
function GetNotecardLineSync(notecardName: string, lineNumber: number): stringGetNumberOfNotecardLines
ll.GetNumberOfNotecardLines · llGetNumberOfNotecardLines
Returns the number of lines contained within a notecard via the dataserver event. The key returned by this function is a query ID for identifying the dataserver reply.
function GetNumberOfNotecardLines(notecardName: string): UUIDGetNumberOfPrims
ll.GetNumberOfPrims · llGetNumberOfPrims
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.
function GetNumberOfPrims(): numberGetNumberOfSides
ll.GetNumberOfSides · llGetNumberOfSides
Returns the number of faces (or sides) of the prim. Returns the number of sides of the prim which has the script.
function GetNumberOfSides(): numberGetObjectAnimationNames
ll.GetObjectAnimationNames · llGetObjectAnimationNames
Returns a list of names of playing animations for an object. Returns a list of names of all playing animations for the current object.
function GetObjectAnimationNames(): string[]GetObjectDesc
ll.GetObjectDesc · llGetObjectDesc
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.
function GetObjectDesc(): stringGetObjectDetails
ll.GetObjectDetails · llGetObjectDetails
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.
function GetObjectDetails<const T extends readonly ObjectDetailFlag[]>(id: UUID, parameters: T): MapObjectDetail<T> | []GetObjectLinkKey
ll.GetObjectLinkKey · llGetObjectLinkKey
Returns the key of the linked prim link_no in a linkset. Returns the key of link_no in the link set specified by id.
function GetObjectLinkKey(id: UUID, linkNo: number): UUIDGetObjectMass
ll.GetObjectMass · llGetObjectMass
Returns the mass of the avatar or object in the region. Gets the mass of the object or avatar corresponding to ID.
function GetObjectMass(id: UUID): numberGetObjectName
ll.GetObjectName · llGetObjectName
Returns the name of the prim which the script is attached to. Returns the name of the prim (not object) which contains the script.
function GetObjectName(): stringGetObjectPermMask
ll.GetObjectPermMask · llGetObjectPermMask
Returns the permission mask of the requested category for the object.
function GetObjectPermMask(category: number): numberGetObjectPrimCount
ll.GetObjectPrimCount · llGetObjectPrimCount
Returns the total number of prims for an object in the region. Returns the prim count for any object id in the same region.
function GetObjectPrimCount(objectId: UUID): numberGetOmega
ll.GetOmega · llGetOmega
Returns the rotation velocity in radians per second. Returns a vector that is the rotation velocity of the object in radians per second.
function GetOmega(): VectorGetOwner
ll.GetOwner · llGetOwner
Returns the object owner's UUID. Returns the key for the owner of the object.
function GetOwner(): UUIDGetOwnerKey
ll.GetOwnerKey · llGetOwnerKey
Returns the owner of ObjectID. Returns the key for the owner of object ObjectID.
function GetOwnerKey(objectId: UUID): UUIDGetParcelDetails
ll.GetParcelDetails · llGetParcelDetails
Returns a list of parcel details specified in the ParcelDetails list for the parcel at Position. Parameters is one or more of: PARCEL_DETAILS_NAME, _DESC, _OWNER, _GROUP, _AREA, _ID, _SEE_AVATARS. Returns a list that is the parcel details specified in ParcelDetails (in the same order) for the parcel at Position.
function GetParcelDetails<const T extends readonly ParcelDetailFlag[]>(position: Vector, parcelDetails: T): MapParcelDetail<T> | []GetParcelFlags
ll.GetParcelFlags · llGetParcelFlags
Returns a mask of the parcel flags (PARCEL_FLAG_) for the parcel that includes the point Position. Returns a bit-field specifying the parcel flags (PARCEL_FLAG_) for the parcel at Position.
function GetParcelFlags(position: Vector): numberGetParcelMaxPrims
ll.GetParcelMaxPrims · llGetParcelMaxPrims
Returns the maximum number of prims allowed on the parcel at Position for a given scope. The scope may be set to an individual parcel or the combined resources of all parcels with the same ownership in the region.
function GetParcelMaxPrims(position: Vector, simWide: boolean): numberGetParcelMusicURL
ll.GetParcelMusicURL · llGetParcelMusicURL
Gets the streaming audio URL for the parcel object is on. The object owner, avatar or group, must also be the land owner.
function GetParcelMusicURL(): stringGetParcelPrimCount
ll.GetParcelPrimCount · llGetParcelPrimCount
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
function GetParcelPrimCount(position: Vector, category: number, simWide: boolean): numberGetParcelPrimOwners
ll.GetParcelPrimOwners · llGetParcelPrimOwners
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.
function GetParcelPrimOwners(position: Vector): ParcelPrimOwnersGetPermissions
ll.GetPermissions · llGetPermissions
Returns an integer bitmask of the permissions that have been granted to the script. Individual permissions can be determined using a bit-wise "and" operation against the PERMISSION_* constants
function GetPermissions(): numberGetPermissionsKey
ll.GetPermissionsKey · llGetPermissionsKey
Returns the key of the avatar that last granted or declined permissions to the script. Returns NULL_KEY if permissions were never granted or declined.
function GetPermissionsKey(): UUIDGetPhysicsMaterial
ll.GetPhysicsMaterial · llGetPhysicsMaterial
Returns a list of the form [float gravity_multiplier, float restitution, float friction, float density].
function GetPhysicsMaterial(): PhysicsMaterialGetPos
ll.GetPos · llGetPos
Returns the position of the task in region coordinates. Returns the vector position of the task in region coordinates.
function GetPos(): VectorGetPrimMediaParams
ll.GetPrimMediaParams · llGetPrimMediaParams
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.
function GetPrimMediaParams<const T extends readonly MediaParamFlag[]>(face: number, parameters: T): MapMediaParam<T> | []GetPrimitiveParams
ll.GetPrimitiveParams · llGetPrimitiveParams
Returns the primitive parameters specified in the parameters list. Returns primitive parameters specified in the Parameters list.
function GetPrimitiveParams<const T extends readonly unknown[]>(parameters: T & ParsePrimParamGets<T>): MapPrimParamGet<T> | []GetRegionAgentCount
ll.GetRegionAgentCount · llGetRegionAgentCount
Returns the number of avatars in the region. Returns an integer that is the number of avatars in the region.
function GetRegionAgentCount(): numberGetRegionCorner
ll.GetRegionCorner · llGetRegionCorner
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.
function GetRegionCorner(): VectorGetRegionDayLength
ll.GetRegionDayLength · llGetRegionDayLength
Returns the number of seconds in a day in this region.
function GetRegionDayLength(): numberGetRegionDayOffset
ll.GetRegionDayOffset · llGetRegionDayOffset
Returns the number of seconds in a day is offset from midnight in this parcel.
function GetRegionDayOffset(): numberGetRegionFPS
ll.GetRegionFPS · llGetRegionFPS
Returns the mean region frames per second.
function GetRegionFPS(): numberGetRegionFlags
ll.GetRegionFlags · llGetRegionFlags
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.
function GetRegionFlags(): numberGetRegionMoonDirection
ll.GetRegionMoonDirection · llGetRegionMoonDirection
Returns a normalized vector of the direction of the moon in the region. Returns the moon's direction on the simulator.
function GetRegionMoonDirection(): VectorGetRegionMoonRotation
ll.GetRegionMoonRotation · llGetRegionMoonRotation
Returns the rotation applied to the moon in the region.
function GetRegionMoonRotation(): QuaternionGetRegionName
ll.GetRegionName · llGetRegionName
Returns the current region name.
function GetRegionName(): stringGetRegionSunDirection
ll.GetRegionSunDirection · llGetRegionSunDirection
Returns a normalized vector of the direction of the sun in the region. Returns the sun's direction on the simulator.
function GetRegionSunDirection(): VectorGetRegionSunRotation
ll.GetRegionSunRotation · llGetRegionSunRotation
Returns the rotation applied to the sun in the region.
function GetRegionSunRotation(): QuaternionGetRegionTimeDilation
ll.GetRegionTimeDilation · llGetRegionTimeDilation
Returns the current time dilation as a float between 0.0 (full dilation) and 1.0 (no dilation). Returns the current time dilation as a float between 0.0 and 1.0.
function GetRegionTimeDilation(): numberGetRegionTimeOfDay
ll.GetRegionTimeOfDay · llGetRegionTimeOfDay
Returns the time in seconds since environmental midnight for the entire region.
function GetRegionTimeOfDay(): numberGetRenderMaterial
ll.GetRenderMaterial · llGetRenderMaterial
Returns a string that is the render material on face (the inventory name if it is a material in the prim's inventory, otherwise the key). Returns the render material of a face, if it is found in object inventory, its key otherwise.
function GetRenderMaterial(face: number): stringGetRootPosition
ll.GetRootPosition · llGetRootPosition
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.
function GetRootPosition(): VectorGetRootRotation
ll.GetRootRotation · llGetRootRotation
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.
function GetRootRotation(): QuaternionGetRot
ll.GetRot · llGetRot
Returns the rotation relative to the region's axes. Returns the rotation.
function GetRot(): QuaternionGetSPMaxMemory
ll.GetSPMaxMemory · llGetSPMaxMemory
Returns the maximum used memory for the current script. Only valid after using PROFILE_SCRIPT_MEMORY. Non-mono scripts always use 16k. Returns the integer of the most bytes used while llScriptProfiler was last active.
function GetSPMaxMemory(): numberGetScale
ll.GetScale · llGetScale
Returns the scale of the prim. Returns a vector that is the scale (dimensions) of the prim.
function GetScale(): VectorGetScriptName
ll.GetScriptName · llGetScriptName
Returns the name of the script that this function is used in. Returns the name of this script.
function GetScriptName(): stringGetScriptState
ll.GetScriptState · llGetScriptState
Returns TRUE if the script named is running. Returns TRUE if ScriptName is running.
function GetScriptState(scriptName: string): booleanGetSimStats
ll.GetSimStats · llGetSimStats
Returns a float that is the requested statistic.
function GetSimStats(statType: number): numberGetSimulatorHostname
ll.GetSimulatorHostname · llGetSimulatorHostname
Returns the host-name of the machine which the script is running on. For example, "sim225.agni.lindenlab.com".
function GetSimulatorHostname(): stringGetStartParameter
ll.GetStartParameter · llGetStartParameter
Returns an integer that is the script rez parameter. If the object was rezzed by an agent, this function returns 0.
function GetStartParameter(): numberGetStartString
ll.GetStartString · llGetStartString
Returns a string that is the value passed to llRezObjectWithParams with REZ_PARAM_STRING. If the object was rezzed by an agent, this function returns an empty string.
function GetStartString(): stringGetStaticPath
ll.GetStaticPath · llGetStaticPath
function GetStaticPath(start: Vector, end: Vector, radius: number, parameters: list): listGetStatus
ll.GetStatus · llGetStatus
Returns boolean value of the specified status (e.g. STATUS_PHANTOM) of the object the script is attached to.
function GetStatus(statusFlag: number): booleanGetSubString
ll.GetSubString · llGetSubString
Returns a sub-string from String, in a range specified by the Start and End indices (inclusive). 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 greater than End, the sub string is the exclusion of the entries.
function GetSubString(string: string, start: number, end: number): stringGetSunDirection
ll.GetSunDirection · llGetSunDirection
Returns a normalized vector of the direction of the sun in the parcel. Returns the sun's direction on the simulator in the parcel.
function GetSunDirection(): VectorGetSunRotation
ll.GetSunRotation · llGetSunRotation
Returns the rotation applied to the sun in the parcel.
function GetSunRotation(): QuaternionGetTexture
ll.GetTexture · llGetTexture
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.
function GetTexture(face: number): stringGetTextureOffset
ll.GetTextureOffset · llGetTextureOffset
Returns the texture offset of face in the x and y components of a vector.
function GetTextureOffset(face: number): VectorGetTextureRot
ll.GetTextureRot · llGetTextureRot
Returns the texture rotation of side.
function GetTextureRot(face: number): numberGetTextureScale
ll.GetTextureScale · llGetTextureScale
Returns the texture scale of side in the x and y components of a vector. Returns the texture scale of a side in the x and y components of a vector.
function GetTextureScale(face: number): VectorGetTime
ll.GetTime · llGetTime
Returns the time in seconds since the last region reset, script reset, or call to either llResetTime or llGetAndResetTime.
function GetTime(): numberGetTimeOfDay
ll.GetTimeOfDay · llGetTimeOfDay
Returns the time in seconds since environmental midnight on the parcel.
function GetTimeOfDay(): numberGetTimestamp
ll.GetTimestamp · llGetTimestamp
Returns a time-stamp (UTC time zone) in the format: YYYY-MM-DDThh:mm:ss.ff..fZ.
function GetTimestamp(): stringGetTorque
ll.GetTorque · llGetTorque
Returns the torque (if the script is physical). Returns a vector that is the torque (if the script is physical).
function GetTorque(): VectorGetUnixTime
ll.GetUnixTime · llGetUnixTime
Returns the number of seconds elapsed since 00:00 hours, Jan 1, 1970 UTC from the system clock.
function GetUnixTime(): numberGetUsedMemory
ll.GetUsedMemory · llGetUsedMemory
Returns the current used memory for the current script. Non-mono scripts always use 16K. Returns the integer of the number of bytes of memory currently in use by the script. Non-mono scripts always use 16K.
function GetUsedMemory(): numberGetUsername
ll.GetUsername · llGetUsername
Returns the username of an avatar, if the avatar is connected to the current region, or if the name has been cached. Otherwise, returns an empty string. Use llRequestUsername if the avatar may be absent from the region.
function GetUsername(avatarId: UUID): stringGetVel
ll.GetVel · llGetVel
Returns the velocity of the object. Returns a vector that is the velocity of the object.
function GetVel(): VectorGetVisualParams
ll.GetVisualParams · llGetVisualParams
Returns a list of the current value for each requested visual parameter.
function GetVisualParams(id: UUID, parameters: (number | string)[]): (number | "")[]GetWallclock
ll.GetWallclock · llGetWallclock
Returns the time in seconds since midnight California Pacific time (PST/PDT). Returns the time in seconds since simulator's time-zone midnight (Pacific Time).
function GetWallclock(): numberGiveAgentInventory
ll.GiveAgentInventory · llGiveAgentInventory
Give InventoryItems to the specified agent as a new folder of items, as permitted by the permissions system. The target must be an agent.
function GiveAgentInventory(agentId: UUID, folderName: string, inventoryItems: string[], options: list): numberGiveInventory
ll.GiveInventory · llGiveInventory
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.
function GiveInventory(targetId: UUID, inventoryItem: string): voidGiveInventoryList
ll.GiveInventoryList · llGiveInventoryList
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).
function GiveInventoryList(targetId: UUID, folderName: string, inventoryItems: string[]): voidGiveMoney
ll.GiveMoney · llGiveMoney
Transfers Amount of L$ from script owner to AvatarID. This call will silently fail if PERMISSION_DEBIT has not been granted.
function GiveMoney(avatarId: UUID, amount: number): numberGodLikeRezObject
ll.GodLikeRezObject · llGodLikeRezObject
Rez directly off of a UUID if owner has god-bit set.
function GodLikeRezObject(inventoryItemId: UUID, position: Vector): voidGround
ll.Ground · llGround
Returns the ground height at the object position + offset. Returns the ground height at the object's position + Offset.
function Ground(offset: Vector): numberGroundContour
ll.GroundContour · llGroundContour
Returns the ground contour direction below the object position + Offset. Returns the ground contour at the object's position + Offset.
function GroundContour(offset: Vector): VectorGroundNormal
ll.GroundNormal · llGroundNormal
Returns the ground normal below the object position + offset. Returns the ground contour at the object's position + Offset.
function GroundNormal(offset: Vector): VectorGroundRepel
ll.GroundRepel · llGroundRepel
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.
function GroundRepel(height: number, water: boolean, tau: number): voidGroundSlope
ll.GroundSlope · llGroundSlope
Returns the ground slope below the object position + Offset. Returns the ground slope at the object position + Offset.
function GroundSlope(offset: Vector): VectorH
HMAC
ll.HMAC · llHMAC
Returns the base64-encoded hashed message authentication code (HMAC), of Message using PEM-formatted Key and digest Algorithm (md5, sha1, sha224, sha256, sha384, sha512).
function HMAC(key: string, message: string, algorithm: string): stringHTTPRequest
ll.HTTPRequest · llHTTPRequest
Sends an HTTP request to the specified URL with the Body of the request and Parameters. Returns a key that is a handle identifying the HTTP request made.
function HTTPRequest<const T extends readonly unknown[]>(url: string, parameters: T & ParseHttpParams<T>, body: string): UUIDHTTPResponse
ll.HTTPResponse · llHTTPResponse
Responds to an incoming HTTP request which was triggerd by an http_request event within the script. HTTPRequestID specifies the request to respond to (this ID is supplied in the http_request event handler). Status and Body specify the status code and message to respond with.
function HTTPResponse(httpRequestId: UUID, status: number, body: string): voidHash
ll.Hash · llHash
Calculates the 32bit hash value for the provided string.
function Hash(value: string): numberI
InsertString
ll.InsertString · llInsertString
Inserts SourceVariable into TargetVariable at Position, and returns the result. Inserts SourceVariable into TargetVariable at Position and returns the result. Note this does not alter TargetVariable.
function InsertString(targetVariable: string, position: number, sourceVariable: string): stringInstantMessage
ll.InstantMessage · llInstantMessage
IMs Text to the user identified. Send Text to the user as an instant message.
function InstantMessage(avatarId: UUID, text: string): voidIntegerToBase64
ll.IntegerToBase64 · llIntegerToBase64
Returns a string that is a Base64 big endian encode of Value. Encodes the Value as an 8-character Base64 string.
function IntegerToBase64(value: number): stringIsFriend
ll.IsFriend · llIsFriend
Returns TRUE if avatar ID is a friend of the script owner.
function IsFriend(agentId: UUID): booleanIsLinkGLTFMaterial
ll.IsLinkGLTFMaterial · llIsLinkGLTFMaterial
Checks the face for a PBR render material.
function IsLinkGLTFMaterial(link: number, face: number): booleanJ
Json2List
ll.Json2List · llJson2List
Deprecated
Use 'lljson.decode' instead.
Converts the top level of the JSON string to a list.
function Json2List(json: string): listJsonGetValue
ll.JsonGetValue · llJsonGetValue
Deprecated
Use 'lljson.decode' instead. Also, the indices are zero-based.
Gets the value indicated by Specifiers from the JSON string.
function JsonGetValue(json: string, specifiers: list): stringJsonSetValue
ll.JsonSetValue · llJsonSetValue
Deprecated
Use 'lljson.encode' instead. Also, the indices are zero-based.
Returns a new JSON string that is the JSON given with the Value indicated by Specifiers set to Value.
function JsonSetValue(json: string, specifiers: list, value: string): stringJsonValueType
ll.JsonValueType · llJsonValueType
Deprecated
Use 'lljson.decode' and 'typeof' instead. Also, the indices are zero-based.
Returns the type constant (JSON_*) for the value in JSON indicated by Specifiers.
function JsonValueType(json: string, specifiers: list): stringK
Key2Name
ll.Key2Name · llKey2Name
Returns the name of the prim or avatar specified by ID. The ID must be a valid rezzed prim or avatar key in the current simulator, otherwise an empty string is returned. For avatars, the returned name is the legacy name
function Key2Name(id: UUID): stringKeyCountKeyValue
ll.KeyCountKeyValue · llKeyCountKeyValue
Starts an asychronous transaction the request the number of keys in the data store. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will the the number of keys in the system.
function KeyCountKeyValue(): UUIDKeysKeyValue
ll.KeysKeyValue · llKeysKeyValue
Starts an asychronous transaction the request a number of keys from the data store. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. The error XP_ERROR_KEY_NOT_FOUND is returned if First is greater than or equal to the number of keys in the data store. In the success case the subsequent items will be the keys requested. The number of keys returned may be less than requested if the return value is too large or if there is not enough keys remaining. The order keys are returned is not guaranteed but is stable between subsequent calls as long as no keys are added or removed. Because the keys are returned in a comma-delimited list it is not recommended to use commas in key names if this function is used.
function KeysKeyValue(first: number, count: number): UUIDL
Linear2sRGB
ll.Linear2sRGB · llLinear2sRGB
Converts a color from the linear colorspace to sRGB.
function Linear2sRGB(color: Vector): VectorLinkAdjustSoundVolume
ll.LinkAdjustSoundVolume · llLinkAdjustSoundVolume
Adjusts the volume (0.0 - 1.0) of the currently playing sound attached to the link. This function has no effect on sounds started with llTriggerSound.
function LinkAdjustSoundVolume(linkNumber: number, volume: number): voidLinkParticleSystem
ll.LinkParticleSystem · llLinkParticleSystem
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.
function LinkParticleSystem<const T extends readonly unknown[]>(linkNumber: number, rules: T & ParseParticleSystemParams<T>): voidLinkPlaySound
ll.LinkPlaySound · llLinkPlaySound
Plays Sound, once or looping, at Volume (0.0 - 1.0). The sound may be attached to the link or triggered at its location. 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.
function LinkPlaySound(linkNumber: number, sound: string, volume: number, flags: number): voidLinkSetSoundQueueing
ll.LinkSetSoundQueueing · llLinkSetSoundQueueing
Limits radius for audibility of scripted sounds (both attached and triggered) to distance Radius around the link.
function LinkSetSoundQueueing(linkNumber: number, queueEnable: boolean): voidLinkSetSoundRadius
ll.LinkSetSoundRadius · llLinkSetSoundRadius
Limits radius for audibility of scripted sounds (both attached and triggered) to distance Radius around the link.
function LinkSetSoundRadius(linkNumber: number, radius: number): voidLinkSitTarget
ll.LinkSitTarget · llLinkSitTarget
Set the sit location for the linked prim(s). If Offset == <0,0,0> clear it. Set the sit location for the linked prim(s). The sit location is relative to the prim's position and rotation.
function LinkSitTarget(linkNumber: number, offset: Vector, rotation: Quaternion): voidLinkStopSound
ll.LinkStopSound · llLinkStopSound
Stops playback of the currently attached sound on a link.
function LinkStopSound(linkNumber: number): voidLinksetDataAvailable
ll.LinksetDataAvailable · llLinksetDataAvailable
Returns the number of bytes remaining in the linkset's datastore.
function LinksetDataAvailable(): numberLinksetDataCountFound
ll.LinksetDataCountFound · llLinksetDataCountFound
Returns the number of keys matching the regular expression passed in the search parameter.
function LinksetDataCountFound(search: string): numberLinksetDataCountKeys
ll.LinksetDataCountKeys · llLinksetDataCountKeys
Returns the number of keys in the linkset's datastore.
function LinksetDataCountKeys(): numberLinksetDataDelete
ll.LinksetDataDelete · llLinksetDataDelete
Deletes a name:value pair from the linkset's datastore.
function LinksetDataDelete(name: string): numberLinksetDataDeleteFound
ll.LinksetDataDeleteFound · llLinksetDataDeleteFound
Deletes all key value pairs in the linkset data where the key matches the regular expression in search. Returns a list consisting of [ #deleted, #not deleted ].
function LinksetDataDeleteFound(search: string, pass: string): number[]LinksetDataDeleteProtected
ll.LinksetDataDeleteProtected · llLinksetDataDeleteProtected
Deletes a name:value pair from the linkset's datastore.
function LinksetDataDeleteProtected(name: string, pass: string): numberLinksetDataFindKeys
ll.LinksetDataFindKeys · llLinksetDataFindKeys
Returns a list of keys from the linkset's data store matching the search parameter.
function LinksetDataFindKeys(search: string, start: number, count: number): string[]LinksetDataListKeys
ll.LinksetDataListKeys · llLinksetDataListKeys
Returns a list of all keys in the linkset datastore.
function LinksetDataListKeys(start: number, count: number): string[]LinksetDataRead
ll.LinksetDataRead · llLinksetDataRead
Returns the value stored for a key in the linkset.
function LinksetDataRead(name: string): stringLinksetDataReadProtected
ll.LinksetDataReadProtected · llLinksetDataReadProtected
Returns the value stored for a key in the linkset.
function LinksetDataReadProtected(name: string, pass: string): stringLinksetDataReset
ll.LinksetDataReset · llLinksetDataReset
Resets the linkset's data store, erasing all key-value pairs.
function LinksetDataReset(): voidLinksetDataWrite
ll.LinksetDataWrite · llLinksetDataWrite
Sets a name:value pair in the linkset's datastore
function LinksetDataWrite(name: string, value: string): numberLinksetDataWriteProtected
ll.LinksetDataWriteProtected · llLinksetDataWriteProtected
Sets a name:value pair in the linkset's datastore
function LinksetDataWriteProtected(name: string, value: string, pass: string): numberList2CSV
ll.List2CSV · llList2CSV
Creates a string of comma separated values from the list. Create a string of comma separated values from the specified list.
function List2CSV(listVariable: list): stringList2Float
ll.List2Float · llList2Float
Deprecated
Use '[]' and 'tonumber' instead.
Copies the float at Index in the list. Returns the value at Index in the specified list. If Index describes a location not in the list, or the value cannot be type-cast to a float, then zero is returned.
function List2Float(listVariable: list, index: number): numberList2Integer
ll.List2Integer · llList2Integer
Deprecated
Use '[]', 'tonumber', and 'math.modf' instead.
Copies the integer at Index in the list. Returns the value at Index in the specified list. If Index describes a location not in the list, or the value cannot be type-cast to an integer, then zero is returned.
function List2Integer(listVariable: list, index: number): numberList2Json
ll.List2Json · llList2Json
Deprecated
Use 'lljson.encode' instead.
Converts either a strided list of key:value pairs to a JSON_OBJECT, or a list of values to a JSON_ARRAY.
function List2Json(jsonType: string, values: list): stringList2Key
ll.List2Key · llList2Key
Deprecated
Use '[]' and 'touuid' instead.
Copies the key at Index in the list. Returns the value at Index in the specified list. If Index describes a location not in the list, or the value cannot be type-cast to a key, then null string is returned.
function List2Key(listVariable: list, index: number): UUIDList2List
ll.List2List · llList2List
Deprecated
Use 'unpack' (fastcall) or 'table.move' instead. Prefer structured tables over strided lists.
Returns a subset of entries from ListVariable, in a range specified by the Start and End indicies (inclusive). 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 greater than End, the sub string is the exclusion of the entries.
function List2List(listVariable: T[], start: number, end: number): T[]List2ListSlice
ll.List2ListSlice · llList2ListSlice
Deprecated
Prefer structured tables over strided lists.
Returns a subset of entries from ListVariable, in a range specified by Start and End indices (inclusive) return the slice_index element of each stride. Using negative numbers for Start and/or End causes the index to count backwards from the length of the list. (e.g. 0, -1 captures entire list) If slice_index is less than 0, it is counted backwards from the end of the stride. Stride must be a positive integer > 0 or an empy list is returned. If slice_index falls outside range of stride, an empty list is returned. slice_index is zero-based. (e.g. A stride of 2 has valid indices 0,1)
function List2ListSlice(listVariable: T[], start: number, end: number, stride: number, sliceIndex: number): T[]List2ListStrided
ll.List2ListStrided · llList2ListStrided
Deprecated
Prefer structured tables over strided lists.
Copies the strided slice of the list from Start to End. Returns a copy of the strided slice of the specified list from Start to End.
function List2ListStrided(listVariable: T[], start: number, end: number, stride: number): T[]List2Rot
ll.List2Rot · llList2Rot
Deprecated
Use '[]' instead.
Copies the rotation at Index in the list. Returns the value at Index in the specified list. If Index describes a location not in the list, or the value cannot be type-cast to rotation, thenZERO_ROTATION is returned.
function List2Rot(listVariable: list, index: number): QuaternionList2String
ll.List2String · llList2String
Deprecated
Use '[]' and 'tostring' instead.
Copies the string at Index in the list. Returns the value at Index in the specified list as a string. If Index describes a location not in the list then null string is returned.
function List2String(listVariable: list, index: number): stringList2Vector
ll.List2Vector · llList2Vector
Deprecated
Use '[]' instead.
Copies the vector at Index in the list. Returns the value at Index in the specified list. If Index describes a location not in the list, or the value cannot be type-cast to a vector, then ZERO_VECTOR is returned.
function List2Vector(listVariable: list, index: number): VectorListFindList
ll.ListFindList · llListFindList
Deprecated
Use 'table.find' instead. Prefer dictionaries or single-item searches.
Returns the first index where Find appears in ListVariable. Returns -1 if not found.
function ListFindList(listVariable: list, find: list): number | undefinedListFindListNext
ll.ListFindListNext · llListFindListNext
Deprecated
Use 'table.find' instead. Prefer dictionaries or single-item searches.
Returns the nth index where Find appears in ListVariable. Returns -1 if not found.
function ListFindListNext(listVariable: list, find: list, instance: number): number | undefinedListFindStrided
ll.ListFindStrided · llListFindStrided
Deprecated
Prefer dictionary lookups over strided list searches.
Returns the first index (where Start <= index <= End) where Find appears in ListVariable. Steps through ListVariable by Stride. Returns -1 if not found.
function ListFindStrided(listVariable: list, find: list, start: number, end: number, stride: number): number | undefinedListInsertList
ll.ListInsertList · llListInsertList
Deprecated
Use 'table.insert' instead. Unnecessary table copying. Fastcall.
Returns a list that contains all the elements from Target but with the elements from ListVariable inserted at Position start. Returns a new list, created by inserting ListVariable into the Target list at Position. Note this does not alter the Target.
function ListInsertList(target: T[], listVariable: T[], position: number): T[]ListRandomize
ll.ListRandomize · llListRandomize
Returns a version of the input ListVariable which has been randomized by blocks of size Stride. If the remainder from the length of the list, divided by the stride is non-zero, this function does not randomize the list.
function ListRandomize(listVariable: T[], stride: number): T[]ListReplaceList
ll.ListReplaceList · llListReplaceList
Deprecated
Use 't[n] = x' instead. Unnecessary table copying.
Returns a list that is Target with Start through End removed and ListVariable inserted at Start. Returns a list replacing the slice of the Target list from Start to End with the specified ListVariable. Start and End are inclusive, so 0, 1 would replace the first two entries and 0, 0 would replace only the first list entry.
function ListReplaceList(target: T[], listVariable: T[], start: number, end: number): T[]ListSort
ll.ListSort · llListSort
Returns the specified list, sorted into blocks of stride in ascending order (if Ascending is TRUE, otherwise descending). Note that sort only works if the first entry of each block is the same datatype.
function ListSort(listVariable: T[], stride: number, ascending: boolean): T[]ListSortStrided
ll.ListSortStrided · llListSortStrided
Deprecated
Use 'table.sort' instead. Prefer structured tables over strided lists.
Returns the specified list, sorted by the specified element into blocks of stride in ascending order (if Ascending is TRUE, otherwise descending). Note that sort only works if the first entry of each block is the same datatype.
function ListSortStrided(listVariable: T[], stride: number, sortkey: number, ascending: boolean): T[]ListStatistics
ll.ListStatistics · llListStatistics
Performs a statistical aggregate function, specified by a LIST_STAT_* constant, on ListVariables. This function allows a script to perform a statistical operation as defined by operation on a list composed of integers and floats.
function ListStatistics(operation: number, listVariable: list): numberListen
ll.Listen · llListen
Creates a listen callback for Text on Channel from SpeakersName and SpeakersID (SpeakersName, SpeakersID, and/or Text can be empty) and returns an identifier that can be used to deactivate or remove the listen. Non-empty values for SpeakersName, SpeakersID, and Text will filter the results accordingly, while empty strings and NULL_KEY will not filter the results, for string and key parameters respectively. PUBLIC_CHANNEL is the public chat channel that all avatars see as chat text. DEBUG_CHANNEL is the script debug channel, and is also visible to nearby avatars. All other channels are are not sent to avatars, but may be used to communicate with scripts.
function Listen(channel: number, speakersName: string, speakersId: UUID, text: string): numberListenControl
ll.ListenControl · llListenControl
Makes a listen event callback active or inactive. Pass in the value returned from llListen to the iChannelHandle parameter to specify which listener you are controlling. Use boolean values to specify Active
function ListenControl(channelHandle: number, active: boolean): voidListenRemove
ll.ListenRemove · llListenRemove
Removes a listen event callback. Pass in the value returned from llListen to the iChannelHandle parameter to specify which listener to remove.
function ListenRemove(channelHandle: number): voidLoadURL
ll.LoadURL · llLoadURL
Shows dialog to avatar AvatarID offering to load web page at URL. If user clicks yes, launches their web browser. llLoadURL displays a dialogue box to the user, offering to load the specified web page using the default web browser.
function LoadURL(avatarId: UUID, text: string, url: string): voidLog
ll.Log · llLog
Deprecated
Use 'math.log' instead. Double precision; fastcall.
Returns the natural logarithm of Value. Returns zero if Value <= 0. Returns the base e (natural) logarithm of the specified Value.
function Log(value: number): numberLog10
ll.Log10 · llLog10
Deprecated
Use 'math.log10' instead. Double precision; fastcall.
Returns the base 10 logarithm of Value. Returns zero if Value <= 0. Returns the base 10 (common) logarithm of the specified Value.
function Log10(value: number): numberLookAt
ll.LookAt · llLookAt
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.
function LookAt(target: Vector, strength: number, damping: number): voidLoopSound
ll.LoopSound · llLoopSound
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.
function LoopSound(sound: string, volume: number): voidLoopSoundMaster
ll.LoopSoundMaster · llLoopSoundMaster
Plays attached Sound, looping at volume (0.0 - 1.0), and declares it a sync master. 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.
function LoopSoundMaster(sound: string, volume: number): voidLoopSoundSlave
ll.LoopSoundSlave · llLoopSoundSlave
Plays attached sound looping at volume (0.0 - 1.0), synced to most audible sync master. 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 synchronizing 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.
function LoopSoundSlave(sound: string, volume: number): voidM
MD5String
ll.MD5String · llMD5String
Returns a string of 32 hex characters that is an RSA Data Security Inc., MD5 Message-Digest Algorithm of Text with Nonce used as the salt. Returns a 32-character hex string. (128-bit in binary.)
function MD5String(text: string, nonce: number): stringMakeExplosion
ll.MakeExplosion · llMakeExplosion
Deprecated
Use 'll.ParticleSystem' instead.
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.
function MakeExplosion(particles: number, scale: number, velocity: number, lifetime: number, arc: number, texture: string, offset: Vector): voidMakeFire
ll.MakeFire · llMakeFire
Deprecated
Use 'll.ParticleSystem' instead.
Make fire like particles. Deprecated: Use llParticleSystem instead. Make fire particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.
function MakeFire(particles: number, scale: number, velocity: number, lifetime: number, arc: number, texture: string, offset: Vector): voidMakeFountain
ll.MakeFountain · llMakeFountain
Deprecated
Use 'll.ParticleSystem' 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.
function MakeFountain(particles: number, scale: number, velocity: number, lifetime: number, arc: number, bounce: number, texture: string, offset: Vector, bounceOffset: number): voidMakeSmoke
ll.MakeSmoke · llMakeSmoke
Deprecated
Use 'll.ParticleSystem' instead.
Make smoke like particles. Deprecated: Use llParticleSystem instead. Make smoky particles using texture from the objects inventory. Deprecated: Use llParticleSystem instead.
function MakeSmoke(particles: number, scale: number, velocity: number, lifetime: number, arc: number, texture: string, offset: Vector): voidManageEstateAccess
ll.ManageEstateAccess · llManageEstateAccess
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.
function ManageEstateAccess(action: number, avatarId: UUID): booleanMapBeacon
ll.MapBeacon · llMapBeacon
Displays an in world beacon and optionally opens world map for avatar who touched the object or is wearing the script, centered on RegionName with Position highlighted. Only works for scripts attached to avatar, or during touch events.
function MapBeacon(regionName: string, position: Vector, options: list): voidMapDestination
ll.MapDestination · llMapDestination
Opens world map for avatar who touched it or is wearing the script, centred on RegionName with Position highlighted. Only works for scripts attached to avatar, or during touch events. Direction currently has no effect.
function MapDestination(regionName: string, position: Vector, direction: Vector): voidMessageLinked
ll.MessageLinked · llMessageLinked
Sends Number, Text, and ID to members of the link set identified by LinkNumber. LinkNumber is either a linked number (available through llGetLinkNumber) or a LINK_* constant.
function MessageLinked(linkNumber: number, number: number, text: string | UUID, id: string | UUID): voidMinEventDelay
ll.MinEventDelay · llMinEventDelay
Set the minimum time between events being handled.
function MinEventDelay(delay: number): voidModPow
ll.ModPow · llModPow
Returns a Value raised to the Power, mod Modulus. ((a**b)%c) b is capped at 0xFFFF (16 bits). Returns (Value ^ Power) % Modulus. (Value raised to the Power, Modulus). Value is capped at 0xFFFF (16 bits).
function ModPow(value: number, power: number, modulus: number): numberModifyLand
ll.ModifyLand · llModifyLand
Modify land with action (LAND_LEVEL, LAND_RAISE, LAND_LOWER, LAND_SMOOTH, LAND_NOISE, LAND_REVERT) on size (0, 1, 2, corresponding to 2m x 2m, 4m x 4m, 8m x 8m).
function ModifyLand(action: number, area: number): voidMoveToTarget
ll.MoveToTarget · llMoveToTarget
Critically damp to Target in Tau seconds (if the script is physical). Critically damp to position target in tau-seconds if the script is physical. Good tau-values are greater than 0.2. A tau of 0.0 stops the critical damping.
function MoveToTarget(target: Vector, tau: number): voidN
Name2Key
ll.Name2Key · llName2Key
Look up Agent ID for the named agent in the region.
function Name2Key(name: string): UUIDNavigateTo
ll.NavigateTo · llNavigateTo
Navigate to destination. Directs an object to travel to a defined position in the region or adjacent regions.
function NavigateTo(location: Vector, options: list): voidO
OffsetTexture
ll.OffsetTexture · llOffsetTexture
Sets the texture S and T offsets for the chosen Face. If Face is ALL_SIDES this function sets the texture offsets for all faces.
function OffsetTexture(offsetS: number, offsetT: number, face: number): voidOpenFloater
ll.OpenFloater · llOpenFloater
Returns the value for header for request_id. Returns a string that is the value of the Header for HTTPRequestID.
function OpenFloater(floaterName: string, url: string, params: list): numberOpenRemoteDataChannel
ll.OpenRemoteDataChannel · llOpenRemoteDataChannel
Deprecated
This function is deprecated.
This function is deprecated.
function OpenRemoteDataChannel(): voidOrd
ll.Ord · llOrd
Returns the unicode value of the indicated character in the string.
function Ord(value: string, index: number): numberOverMyLand
ll.OverMyLand · llOverMyLand
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.
function OverMyLand(id: UUID): booleanOwnerSay
ll.OwnerSay · llOwnerSay
Deprecated
Use 'print' instead.
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.
function OwnerSay(text: string): voidP
ParcelMediaCommandList
ll.ParcelMediaCommandList · llParcelMediaCommandList
Controls the playback of multimedia resources on a parcel or for an agent, via one or more PARCEL_MEDIA_COMMAND_* arguments specified in CommandList.
function ParcelMediaCommandList(commandList: list): voidParcelMediaQuery
ll.ParcelMediaQuery · llParcelMediaQuery
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).
function ParcelMediaQuery<const T extends readonly ParcelMediaQueryFlag[]>(queryList: T): MapParcelMediaQuery<T> | []ParseString2List
ll.ParseString2List · llParseString2List
Converts Text into a list, discarding Separators, keeping Spacers (Separators and Spacers must be lists of strings, maximum of 8 each). Separators and Spacers are lists of strings with a maximum of 8 entries each.
function ParseString2List(text: string, separators: string[], spacers: string[]): string[]ParseStringKeepNulls
ll.ParseStringKeepNulls · llParseStringKeepNulls
Breaks Text into a list, discarding separators, keeping spacers, keeping any null values generated. (separators and spacers must be lists of strings, maximum of 8 each). llParseStringKeepNulls works almost exactly like llParseString2List, except that if a null is found it will add a null-string instead of discarding it like llParseString2List does.
function ParseStringKeepNulls(text: string, separators: string[], spacers: string[]): string[]ParticleSystem
ll.ParticleSystem · llParticleSystem
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 ].
function ParticleSystem<const T extends readonly unknown[]>(parameters: T & ParseParticleSystemParams<T>): voidPassCollisions
ll.PassCollisions · llPassCollisions
Configures how collision events are passed to scripts in the linkset. If Pass == TRUE, collisions involving collision-handling scripted child prims are also passed on to the root prim. If Pass == FALSE (default behavior), such collisions will only trigger events in the affected child prim.
function PassCollisions(pass: boolean): voidPassTouches
ll.PassTouches · llPassTouches
Configures how touch events are passed to scripts in the linkset. If Pass == TRUE, touches involving touch-handling scripted child prims are also passed on to the root prim. If Pass == FALSE (default behavior), such touches will only trigger events in the affected child prim.
function PassTouches(pass: boolean): voidPatrolPoints
ll.PatrolPoints · llPatrolPoints
Patrol a list of points. Sets the points for a character (llCreateCharacter) to patrol along.
function PatrolPoints(points: Vector[], options: list): voidPlaySound
ll.PlaySound · llPlaySound
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.
function PlaySound(sound: string, volume: number): voidPlaySoundSlave
ll.PlaySoundSlave · llPlaySoundSlave
Plays attached Sound once, at Volume (0.0 - 1.0), synced to next loop of most audible sync master. 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.
function PlaySoundSlave(sound: string, volume: number): voidPointAt
ll.PointAt · llPointAt
Deprecated
This function is deprecated.
function PointAt(point: Vector): voidPow
ll.Pow · llPow
Deprecated
Use '^' instead. Double precision; operator.
Returns the Value raised to the power Exponent, or returns 0 and triggers Math Error for imaginary results. Returns the Value raised to the Exponent.
function Pow(value: number, exponent: number): numberPreloadSound
ll.PreloadSound · llPreloadSound
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.
function PreloadSound(sound: string): voidPursue
ll.Pursue · llPursue
Chase after a target. Causes the character (llCharacter) to pursue the target defined by TargetID.
function Pursue(targetId: UUID, options: list): voidPushObject
ll.PushObject · llPushObject
Applies Impulse and AngularImpulse to ObjectID. Applies the supplied impulse and angular impulse to the object specified.
function PushObject(objectId: UUID, impulse: Vector, angularImpulse: Vector, local: boolean): voidR
ReadKeyValue
ll.ReadKeyValue · llReadKeyValue
Starts an asychronous transaction to retrieve the value associated with the key given. Will fail with XP_ERROR_KEY_NOT_FOUND if the key does not exist. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is a two element commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will be the value associated with the key.
function ReadKeyValue(key: string): UUIDRefreshPrimURL
ll.RefreshPrimURL · llRefreshPrimURL
Deprecated
Use 'll.SetPrimMediaParams' instead.
Reloads the web page shown on the sides of the object.
function RefreshPrimURL(): voidRegionSay
ll.RegionSay · llRegionSay
Broadcasts Text to entire region on Channel (except for channel 0).
function RegionSay(channel: number, text: string): voidRegionSayTo
ll.RegionSayTo · llRegionSayTo
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.
function RegionSayTo(targetId: UUID, channel: number, text: string): voidReleaseCamera
ll.ReleaseCamera · llReleaseCamera
Deprecated
Use 'll.ClearCameraParams' instead.
Return camera to agent. Deprecated: Use llClearCameraParams instead.
function ReleaseCamera(avatarId: UUID): voidReleaseControls
ll.ReleaseControls · llReleaseControls
Stop taking inputs. Stop taking inputs from the avatar.
function ReleaseControls(): voidReleaseURL
ll.ReleaseURL · llReleaseURL
Releases the specified URL, which was previously obtained using llRequestURL. Once released, the URL will no longer be usable.
function ReleaseURL(url: string): voidRemoteDataReply
ll.RemoteDataReply · llRemoteDataReply
Deprecated
This function is deprecated.
This function is deprecated.
function RemoteDataReply(channelId: UUID, messageId: UUID, sData: string, iData: number): voidRemoteDataSetRegion
ll.RemoteDataSetRegion · llRemoteDataSetRegion
Deprecated
This function is deprecated.
This function is deprecated.
function RemoteDataSetRegion(): voidRemoteLoadScript
ll.RemoteLoadScript · llRemoteLoadScript
Deprecated
This function is deprecated.
function RemoteLoadScript(target: UUID, scriptName: string, unknown1: number, unknown2: number): voidRemoteLoadScriptPin
ll.RemoteLoadScriptPin · llRemoteLoadScriptPin
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.
function RemoteLoadScriptPin(objectId: UUID, scriptName: string, pin: number, running: boolean, startParameter: number): voidRemoveFromLandBanList
ll.RemoveFromLandBanList · llRemoveFromLandBanList
Remove avatar from the land ban list. Remove specified avatar from the land parcel ban list.
function RemoveFromLandBanList(avatarId: UUID): voidRemoveFromLandPassList
ll.RemoveFromLandPassList · llRemoveFromLandPassList
Remove avatar from the land pass list. Remove specified avatar from the land parcel pass list.
function RemoveFromLandPassList(avatarId: UUID): voidRemoveInventory
ll.RemoveInventory · llRemoveInventory
Remove the named inventory item. Remove the named inventory item from the object inventory.
function RemoveInventory(inventoryItem: string): voidRemoveVehicleFlags
ll.RemoveVehicleFlags · llRemoveVehicleFlags
Removes the enabled bits in 'flags'. Sets the vehicle flags to FALSE. Valid parameters can be found in the vehicle flags constants section.
function RemoveVehicleFlags(vehiclelags: number): voidReplaceAgentEnvironment
ll.ReplaceAgentEnvironment · llReplaceAgentEnvironment
Replaces the entire environment for an agent. Must be used as part of an experience.
function ReplaceAgentEnvironment(agentId: UUID, transition: number, environment: string): numberReplaceEnvironment
ll.ReplaceEnvironment · llReplaceEnvironment
Replaces the environment for a parcel or region.
function ReplaceEnvironment(position: Vector, environment: string, trackNo: number, dayLength: number, dayOffset: number): numberReplaceSubString
ll.ReplaceSubString · llReplaceSubString
Searches InitialString and replaces instances of SubString with NewSubString. Zero Count means "replace all". Positive Count moves left to right. Negative moves right to left.
function ReplaceSubString(initialString: string, subString: string, newSubString: string, count: number): stringRequestAgentData
ll.RequestAgentData · llRequestAgentData
Requests data about AvatarID. When data is available the dataserver event will be raised. This function requests data about an avatar. If and when the information is collected, the dataserver event is triggered with the key returned from this function passed in the requested parameter. See the agent data constants (DATA_*) for details about valid values of data and what each will return in the dataserver event.
function RequestAgentData(avatarId: UUID, data: number): UUIDRequestDisplayName
ll.RequestDisplayName · llRequestDisplayName
Requests the display name of the agent. When the display name is available the dataserver event will be raised. The avatar identified does not need to be in the same region or online at the time of the request. Returns a key that is used to identify the dataserver event when it is raised.
function RequestDisplayName(avatarId: UUID): UUIDRequestExperiencePermissions
ll.RequestExperiencePermissions · llRequestExperiencePermissions
Ask the agent for permission to participate in an experience. This request is similar to llRequestPermissions with the following permissions: PERMISSION_TAKE_CONTROLS, PERMISSION_TRIGGER_ANIMATION, PERMISSION_ATTACH, PERMISSION_TRACK_CAMERA, PERMISSION_CONTROL_CAMERA and PERMISSION_TELEPORT. However, unlike llRequestPermissions the decision to allow or block the request is persistent and applies to all scripts using the experience grid wide. Subsequent calls to llRequestExperiencePermissions from scripts in the experience will receive the same response automatically with no user interaction. One of experience_permissions or experience_permissions_denied will be generated in response to this call. Outstanding permission requests will be lost if the script is derezzed, moved to another region or reset.
function RequestExperiencePermissions(agentId: UUID, unused: string): voidRequestInventoryData
ll.RequestInventoryData · llRequestInventoryData
Requests data for the named InventoryItem. 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 "<float, float, float>" which can be cast to a vector. This position is in region local coordinates.
function RequestInventoryData(inventoryItem: string): UUIDRequestPermissions
ll.RequestPermissions · llRequestPermissions
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.
function RequestPermissions(avatarId: UUID, permissionMask: number): voidRequestSecureURL
ll.RequestSecureURL · llRequestSecureURL
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.
function RequestSecureURL(): UUIDRequestSimulatorData
ll.RequestSimulatorData · llRequestSimulatorData
Requests the specified Data about RegionName. When the specified data is available, the dataserver event is raised. Data should use one of the DATA_SIM_* constants. Returns a dataserver query ID and triggers the dataserver event when data is found.
function RequestSimulatorData(regionName: string, data: number): UUIDRequestURL
ll.RequestURL · llRequestURL
Requests one HTTP:// URL for use by this script. The http_request event is triggered with the result of the request. Returns a key that is the handle used for identifying the result in the http_request event.
function RequestURL(): UUIDRequestUserKey
ll.RequestUserKey · llRequestUserKey
Look up Agent ID for the named agent using a historical name.
function RequestUserKey(name: string): UUIDRequestUsername
ll.RequestUsername · llRequestUsername
Requests single-word user-name of an avatar. When data is available the dataserver event will be raised. Requests the user-name of the identified agent. When the user-name is available the dataserver event is raised. The agent identified does not need to be in the same region or online at the time of the request. Returns a key that is used to identify the dataserver event when it is raised.
function RequestUsername(avatarId: UUID): UUIDResetAnimationOverride
ll.ResetAnimationOverride · llResetAnimationOverride
Resets the animation of the specified animation state to the default value. If animation state equals "ALL", then all animation states are reset. Requires the PERMISSION_OVERRIDE_ANIMATIONS permission (automatically granted to attached objects).
function ResetAnimationOverride(animationState: string): voidResetLandBanList
ll.ResetLandBanList · llResetLandBanList
Removes all residents from the land ban list.
function ResetLandBanList(): voidResetLandPassList
ll.ResetLandPassList · llResetLandPassList
Removes all residents from the land access/pass list.
function ResetLandPassList(): voidResetOtherScript
ll.ResetOtherScript · llResetOtherScript
Resets the named script.
function ResetOtherScript(scriptName: string): voidResetScript
ll.ResetScript · llResetScript
Resets the script.
function ResetScript(): voidReturnObjectsByID
ll.ReturnObjectsByID · llReturnObjectsByID
Return objects using their UUIDs. Requires the PERMISSION_RETURN_OBJECTS permission and that the script owner owns the parcel the returned objects are in, or is an estate manager or region owner.
function ReturnObjectsByID(objectIDs: UUID[]): numberReturnObjectsByOwner
ll.ReturnObjectsByOwner · llReturnObjectsByOwner
Return objects based upon their owner and a scope of parcel, parcel owner, or region. Requires the PERMISSION_RETURN_OBJECTS permission and that the script owner owns the parcel the returned objects are in, or is an estate manager or region owner.
function ReturnObjectsByOwner(id: UUID, scope: number): numberRezAtRoot
ll.RezAtRoot · llRezAtRoot
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.
function RezAtRoot(inventoryItem: string, position: Vector, velocity: Vector, rotation: Quaternion, startParameter: number): voidRezObject
ll.RezObject · llRezObject
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.
function RezObject(inventoryItem: string, position: Vector, velocity: Vector, rotation: Quaternion, startParameter: number): voidRezObjectWithParams
ll.RezObjectWithParams · llRezObjectWithParams
Instantiate owner's InventoryItem with the given parameters.
function RezObjectWithParams<const T extends readonly unknown[]>(inventoryItem: string, params: T & ParseRezParams<T>): UUIDRot2Angle
ll.Rot2Angle · llRot2Angle
Returns the rotation angle represented by Rotation. Returns the angle represented by the Rotation.
function Rot2Angle(rotation: Quaternion): numberRot2Axis
ll.Rot2Axis · llRot2Axis
Returns the rotation axis represented by Rotation. Returns the axis represented by the Rotation.
function Rot2Axis(rotation: Quaternion): VectorRot2Euler
ll.Rot2Euler · llRot2Euler
Returns the Euler representation (roll, pitch, yaw) of Rotation. Returns the Euler Angle representation of the Rotation.
function Rot2Euler(rotation: Quaternion): VectorRot2Fwd
ll.Rot2Fwd · llRot2Fwd
Deprecated
Use 'quaternion.tofwd' instead.
Returns the forward vector defined by Rotation. Returns the forward axis represented by the Rotation.
function Rot2Fwd(rotation: Quaternion): VectorRot2Left
ll.Rot2Left · llRot2Left
Deprecated
Use 'quaternion.toleft' instead.
Returns the left vector defined by Rotation. Returns the left axis represented by the Rotation.
function Rot2Left(rotation: Quaternion): VectorRot2Up
ll.Rot2Up · llRot2Up
Deprecated
Use 'quaternion.toup' instead.
Returns the up vector defined by Rotation. Returns the up axis represented by the Rotation.
function Rot2Up(rotation: Quaternion): VectorRotBetween
ll.RotBetween · llRotBetween
Returns the rotation to rotate Vector1 to Vector2. Returns the rotation needed to rotate Vector1 to Vector2.
function RotBetween(vector1: Vector, vector2: Vector): QuaternionRotLookAt
ll.RotLookAt · llRotLookAt
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.
function RotLookAt(rotation: Quaternion, strength: number, damping: number): voidRotTarget
ll.RotTarget · llRotTarget
Set rotations with error of LeeWay radians as a rotational target, and return an ID for the rotational target. The returned number is a handle that can be used in at_rot_target and llRotTargetRemove.
function RotTarget(rotation: Quaternion, leeWay: number): numberRotTargetRemove
ll.RotTargetRemove · llRotTargetRemove
Removes rotational target number. Remove rotational target indicated by the handle.
function RotTargetRemove(handle: number): voidRotateTexture
ll.RotateTexture · llRotateTexture
Sets the texture rotation for the specified Face to angle Radians. If Face is ALL_SIDES, rotates the texture of all sides.
function RotateTexture(radians: number, face: number): voidRound
ll.Round · llRound
Deprecated
Use 'math.round' instead. Fastcall.
Returns Value rounded to the nearest integer. Returns the Value rounded to the nearest integer.
function Round(value: number): numberS
SHA1String
ll.SHA1String · llSHA1String
Returns a string of 40 hex characters that is the SHA1 security hash of text.
function SHA1String(text: string): stringSHA256String
ll.SHA256String · llSHA256String
Returns a string of 64 hex characters that is the SHA256 security hash of text.
function SHA256String(text: string): stringSameGroup
ll.SameGroup · llSameGroup
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.
function SameGroup(id: UUID): booleanSay
ll.Say · llSay
Says Text on Channel. This chat method has a range of 20m radius. PUBLIC_CHANNEL is the public chat channel that all avatars see as chat text. DEBUG_CHANNEL is the script debug channel, and is also visible to nearby avatars. All other channels are are not sent to avatars, but may be used to communicate with scripts.
function Say(channel: number, text: string): voidScaleByFactor
ll.ScaleByFactor · llScaleByFactor
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.
function ScaleByFactor(scalingFactor: number): booleanScaleTexture
ll.ScaleTexture · llScaleTexture
Sets the diffuse texture Horizontal and Vertical repeats on Face of the prim the script is attached to. If Face == ALL_SIDES, all sides are set in one call. Negative values for horizontal and vertical will flip the texture.
function ScaleTexture(horizontal: number, vertical: number, face: number): voidScriptDanger
ll.ScriptDanger · llScriptDanger
Returns TRUE if Position is over public land, sandbox land, land that doesn't allow everyone to edit and build, or land that doesn't allow outside scripts. Returns true if the position is over public land, land that doesn't allow everyone to edit and build, or land that doesn't allow outside scripts.
function ScriptDanger(position: Vector): booleanScriptProfiler
ll.ScriptProfiler · llScriptProfiler
Enables or disables script profiling options. Currently only supports PROFILE_SCRIPT_MEMORY (Mono only) and PROFILE_NONE. May significantly reduce script performance.
function ScriptProfiler(state: number): voidSendRemoteData
ll.SendRemoteData · llSendRemoteData
Deprecated
This function is deprecated.
This function is deprecated.
function SendRemoteData(channelId: UUID, destination: string, value: number, text: string): UUIDSensor
ll.Sensor · llSensor
Performs a single scan for Name and ID with Type (AGENT, ACTIVE, PASSIVE, and/or SCRIPTED) within Range meters and Arc radians of forward vector. Specifying a blank Name, 0 Type, or NULL_KEY ID will prevent filtering results based on that parameter. A range of 0.0 does not perform a scan. Results are returned in the sensor and no_sensor events.
function Sensor(name: string, id: UUID, type: number, range: number, arc: number): voidSensorRemove
ll.SensorRemove · llSensorRemove
removes sensor. Removes the sensor set by llSensorRepeat.
function SensorRemove(): voidSensorRepeat
ll.SensorRepeat · llSensorRepeat
Initiates a periodic scan every Rate seconds, for Name and ID with Type (AGENT, ACTIVE, PASSIVE, and/or SCRIPTED) within Range meters and Arc radians of forward vector. Specifying a blank Name, 0 Type, or NULL_KEY ID will prevent filtering results based on that parameter. A range of 0.0 does not perform a scan. Results are returned in the sensor and no_sensor events.
function SensorRepeat(name: string, id: UUID, type: number, range: number, arc: number, rate: number): voidSetAgentEnvironment
ll.SetAgentEnvironment · llSetAgentEnvironment
Sets an agent's environmental values to the specified values. Must be used as part of an experience.
function SetAgentEnvironment(agentId: UUID, transition: number, settings: list): numberSetAgentRot
ll.SetAgentRot · llSetAgentRot
Sets the avatar rotation to the given value.
function SetAgentRot(rot: Quaternion, flags: number): voidSetAlpha
ll.SetAlpha · llSetAlpha
Sets the alpha (opacity) of Face. Sets the alpha (opacity) value for Face. If Face is ALL_SIDES, sets the alpha for all faces. The alpha value is interpreted as an opacity percentage (1.0 is fully opaque, and 0.2 is mostly transparent). This function will clamp alpha values less than 0.1 to 0.1 and greater than 1.0 to 1.
function SetAlpha(opacity: number, face: number): voidSetAngularVelocity
ll.SetAngularVelocity · llSetAngularVelocity
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.
function SetAngularVelocity(angVel: Vector, local: boolean): voidSetAnimationOverride
ll.SetAnimationOverride · llSetAnimationOverride
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.
function SetAnimationOverride(animationState: string, animationName: string): voidSetBuoyancy
ll.SetBuoyancy · llSetBuoyancy
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.
function SetBuoyancy(buoyancy: number): voidSetCameraAtOffset
ll.SetCameraAtOffset · llSetCameraAtOffset
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.
function SetCameraAtOffset(offset: Vector): voidSetCameraEyeOffset
ll.SetCameraEyeOffset · llSetCameraEyeOffset
Sets the camera eye offset used in this object if an avatar sits on it.
function SetCameraEyeOffset(offset: Vector): voidSetCameraParams
ll.SetCameraParams · llSetCameraParams
Sets multiple camera parameters at once. List format is [ rule-1, data-1, rule-2, data-2 . . . rule-n, data-n ]. Requires the PERMISSION_CONTROL_CAMERA runtime permission (automatically granted to attached or sat on objects).
function SetCameraParams<const T extends readonly unknown[]>(parameters: T & ParseCameraParams<T>): voidSetClickAction
ll.SetClickAction · llSetClickAction
Sets the action performed when a prim is clicked upon.
function SetClickAction(action: number): voidSetColor
ll.SetColor · llSetColor
Sets the color, for the face. Sets the color of the side specified. If Face is ALL_SIDES, sets the color on all faces.
function SetColor(color: Vector, face: number): voidSetContentType
ll.SetContentType · llSetContentType
Set the media type of an LSL HTTP server response to ContentType. HTTPRequestID must be a valid http_request ID. ContentType must be one of the CONTENT_TYPE_* constants.
function SetContentType(httpRequestId: UUID, contentType: number): voidSetDamage
ll.SetDamage · llSetDamage
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.
function SetDamage(damage: number): voidSetEnvironment
ll.SetEnvironment · llSetEnvironment
Returns a string with the requested data about the region.
function SetEnvironment(position: Vector, envParams: list): numberSetExperienceKey
ll.SetExperienceKey · llSetExperienceKey
Deprecated
This function is deprecated.
function SetExperienceKey(experienceId: UUID): numberSetForce
ll.SetForce · llSetForce
Sets Force on object, in object-local coordinates if Local == TRUE (otherwise, the region reference frame is used). Only works on physical objects.
function SetForce(force: Vector, local: boolean): voidSetForceAndTorque
ll.SetForceAndTorque · llSetForceAndTorque
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.
function SetForceAndTorque(force: Vector, torque: Vector, local: boolean): voidSetGroundTexture
ll.SetGroundTexture · llSetGroundTexture
Changes terrain texture properties in the region.
function SetGroundTexture(changes: list): numberSetHoverHeight
ll.SetHoverHeight · llSetHoverHeight
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.
function SetHoverHeight(height: number, water: boolean, tau: number): voidSetInventoryPermMask
ll.SetInventoryPermMask · llSetInventoryPermMask
Sets the given permission mask to the new value on the inventory item.
function SetInventoryPermMask(inventoryItem: string, permissionFlag: number, permissionMask: number): voidSetKeyframedMotion
ll.SetKeyframedMotion · llSetKeyframedMotion
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).
function SetKeyframedMotion(keyframes: list, options: list): voidSetLinkAlpha
ll.SetLinkAlpha · llSetLinkAlpha
If a prim exists in the link chain at LinkNumber, set Face to Opacity. Sets the Face, on the linked prim specified, to the Opacity.
function SetLinkAlpha(linkNumber: number, opacity: number, face: number): voidSetLinkCamera
ll.SetLinkCamera · llSetLinkCamera
Sets the camera eye offset, and the offset that camera is looking at, for avatars that sit on the linked prim.
function SetLinkCamera(linkNumber: number, eyeOffset: Vector, lookOffset: Vector): voidSetLinkColor
ll.SetLinkColor · llSetLinkColor
If a task exists in the link chain at LinkNumber, set the Face to color. Sets the color of the linked child's side, specified by LinkNumber.
function SetLinkColor(linkNumber: number, color: Vector, face: number): voidSetLinkGLTFOverrides
ll.SetLinkGLTFOverrides · llSetLinkGLTFOverrides
Sets or changes GLTF Overrides set on the selected faces.
function SetLinkGLTFOverrides<const T extends readonly unknown[]>(link: number, face: number, options: T & ParseGltfOverrideParams<T>): voidSetLinkMedia
ll.SetLinkMedia · llSetLinkMedia
Set the media parameters for a particular face on linked prim, specified by Link. Returns an integer that is a STATUS_* flag which details the success/failure of the operation(s). MediaParameters is a set of name/value pairs in no particular order. Parameters not specified are unchanged, or if new media is added then set to the default specified.
function SetLinkMedia(link: number, face: number, parameters: list): numberSetLinkPrimitiveParams
ll.SetLinkPrimitiveParams · llSetLinkPrimitiveParams
Deprecated
Use 'll.SetLinkPrimitiveParamsFast' instead.
Deprecated: Use llSetLinkPrimitiveParamsFast instead.
function SetLinkPrimitiveParams<const T extends readonly unknown[]>(linkNumber: number, parameters: T & ParsePrimParams<T>): voidSetLinkPrimitiveParamsFast
ll.SetLinkPrimitiveParamsFast · llSetLinkPrimitiveParamsFast
Set primitive parameters for LinkNumber based on Parameters, without a delay. Set parameters for link number, from the list of Parameters, with no built-in script sleep. This function is identical to llSetLinkPrimitiveParams, except without the delay.
function SetLinkPrimitiveParamsFast<const T extends readonly unknown[]>(linkNumber: number, parameters: T & ParsePrimParams<T>): voidSetLinkRenderMaterial
ll.SetLinkRenderMaterial · llSetLinkRenderMaterial
Sets the Render Material of Face on a linked prim, specified by LinkNumber. Render Material may be a UUID or name of a material in prim inventory.
function SetLinkRenderMaterial(linkNumber: number, renderMaterial: string, face: number): voidSetLinkSitFlags
ll.SetLinkSitFlags · llSetLinkSitFlags
Sets the sit flags for the specified prim in a linkset.
function SetLinkSitFlags(linkNumber: number, flags: number): voidSetLinkTexture
ll.SetLinkTexture · llSetLinkTexture
Sets the Texture of Face on a linked prim, specified by LinkNumber. Texture may be a UUID or name of a texture in prim inventory.
function SetLinkTexture(linkNumber: number, texture: string, face: number): voidSetLinkTextureAnim
ll.SetLinkTextureAnim · llSetLinkTextureAnim
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.
function SetLinkTextureAnim(linkNumber: number, mode: number, face: number, sizeX: number, sizeY: number, start: number, length: number, rate: number): voidSetLocalRot
ll.SetLocalRot · llSetLocalRot
Sets the rotation of a child prim relative to the root prim.
function SetLocalRot(rotation: Quaternion): voidSetObjectDesc
ll.SetObjectDesc · llSetObjectDesc
Sets the description of the prim to Description. The description field is limited to 127 characters.
function SetObjectDesc(description: string): voidSetObjectName
ll.SetObjectName · llSetObjectName
Sets the prim's name to Name.
function SetObjectName(name: string): voidSetObjectPermMask
ll.SetObjectPermMask · llSetObjectPermMask
Sets the specified PermissionFlag permission to the value specified by PermissionMask on the object the script is attached to.
function SetObjectPermMask(permissionFlag: number, permissionMask: number): voidSetParcelForSale
ll.SetParcelForSale · llSetParcelForSale
Sets the parcel the object is on for sale. ForSale is a boolean, if TRUE the parcel is put up for sale. Options is a list of options to set for the sale, such as price, authorized buyer, and whether to include objects on the parcel. Setting ForSale to FALSE will remove the parcel from sale and clear any options that were set. Requires the PERMISSION_PRIVILEGED_LAND_ACCESS permission.
function SetParcelForSale(forSale: boolean, options: list): numberSetParcelMusicURL
ll.SetParcelMusicURL · llSetParcelMusicURL
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.
function SetParcelMusicURL(url: string): voidSetPayPrice
ll.SetPayPrice · llSetPayPrice
Sets the default amount when someone chooses to pay this object. Price is the default price shown in the text 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.
function SetPayPrice(price: number, quickButtons: number[]): voidSetPhysicsMaterial
ll.SetPhysicsMaterial · llSetPhysicsMaterial
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.
function SetPhysicsMaterial(materialBits: number, gravityMultiplier: number, restitution: number, friction: number, density: number): voidSetPos
ll.SetPos · llSetPos
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.
function SetPos(position: Vector): voidSetPrimMediaParams
ll.SetPrimMediaParams · llSetPrimMediaParams
Sets the MediaParameters for a particular Face on the prim. Returns an integer that is a STATUS_* flag which details the success/failure of the operation(s). MediaParameters is a set of name/value pairs in no particular order. Parameters not specified are unchanged, or if new media is added then set to the default specified.
function SetPrimMediaParams(face: number, mediaParameters: list): numberSetPrimURL
ll.SetPrimURL · llSetPrimURL
Deprecated
Use 'll.SetPrimMediaParams' instead.
Deprecated: Use llSetPrimMediaParams instead.
function SetPrimURL(url: string): voidSetPrimitiveParams
ll.SetPrimitiveParams · llSetPrimitiveParams
Deprecated
Use 'll.SetLinkPrimitiveParamsFast' instead.
Deprecated: Use llSetLinkPrimitiveParamsFast instead.
function SetPrimitiveParams<const T extends readonly unknown[]>(parameters: T & ParsePrimParams<T>): voidSetRegionPos
ll.SetRegionPos · llSetRegionPos
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.
function SetRegionPos(position: Vector): booleanSetRemoteScriptAccessPin
ll.SetRemoteScriptAccessPin · llSetRemoteScriptAccessPin
If PIN is set to a non-zero number, the task will accept remote script loads via llRemoteLoadScriptPin() if it passes in the correct PIN. Othersise, llRemoteLoadScriptPin() is ignored.
function SetRemoteScriptAccessPin(pin: number): voidSetRenderMaterial
ll.SetRenderMaterial · llSetRenderMaterial
Applies Render Material to Face of prim. Render Material may be a UUID or name of a material in prim inventory. If Face is ALL_SIDES, set the render material on all faces.
function SetRenderMaterial(material: string, face: number): voidSetRot
ll.SetRot · llSetRot
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.
function SetRot(rotation: Quaternion): voidSetScale
ll.SetScale · llSetScale
Sets the prim's scale (size) to Scale.
function SetScale(scale: Vector): voidSetScriptState
ll.SetScriptState · llSetScriptState
Enable or disable the script Running state of Script in the prim.
function SetScriptState(scriptName: string, running: boolean): voidSetSitText
ll.SetSitText · llSetSitText
Displays Text rather than 'Sit' in the viewer's context menu.
function SetSitText(text: string): voidSetSoundQueueing
ll.SetSoundQueueing · llSetSoundQueueing
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.
function SetSoundQueueing(queueEnable: boolean): voidSetSoundRadius
ll.SetSoundRadius · llSetSoundRadius
Limits radius for audibility of scripted sounds (both attached and triggered) to distance Radius.
function SetSoundRadius(radius: number): voidSetStatus
ll.SetStatus · llSetStatus
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.
function SetStatus(status: number, value: boolean): voidSetText
ll.SetText · llSetText
Causes Text to float above the prim, using the specified Color and Opacity.
function SetText(text: string, color: Vector, opacity: number): voidSetTexture
ll.SetTexture · llSetTexture
Applies Texture to Face of prim. Texture may be a UUID or name of a texture in prim inventory. If Face is ALL_SIDES, set the texture on all faces.
function SetTexture(texture: string, face: number): voidSetTextureAnim
ll.SetTextureAnim · llSetTextureAnim
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.
function SetTextureAnim(mode: number, face: number, sizeX: number, sizeY: number, start: number, length: number, rate: number): voidSetTorque
ll.SetTorque · llSetTorque
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.
function SetTorque(torque: Vector, local: boolean): voidSetTouchText
ll.SetTouchText · llSetTouchText
Displays Text in the viewer context menu that acts on a touch.
function SetTouchText(text: string): voidSetVehicleFlags
ll.SetVehicleFlags · llSetVehicleFlags
Enables the vehicle flags specified in the Flags bitmask. Valid parameters can be found in the wiki documentation.
function SetVehicleFlags(flags: number): voidSetVehicleFloatParam
ll.SetVehicleFloatParam · llSetVehicleFloatParam
Sets a vehicle float parameter. Valid parameters can be found in the wiki documentation.
function SetVehicleFloatParam(parameterName: number, parameterValue: number): voidSetVehicleRotationParam
ll.SetVehicleRotationParam · llSetVehicleRotationParam
Sets a vehicle rotation parameter. Valid parameters can be found in the wiki documentation.
function SetVehicleRotationParam(parameterName: number, parameterValue: Quaternion): voidSetVehicleType
ll.SetVehicleType · llSetVehicleType
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.
function SetVehicleType(type: number): voidSetVehicleVectorParam
ll.SetVehicleVectorParam · llSetVehicleVectorParam
Sets a vehicle vector parameter. Valid parameters can be found in the wiki documentation.
function SetVehicleVectorParam(parameterName: number, parameterValue: Vector): voidSetVelocity
ll.SetVelocity · llSetVelocity
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.
function SetVelocity(velocity: Vector, local: boolean): voidShout
ll.Shout · llShout
Shouts Text on Channel. This chat method has a range of 100m radius. PUBLIC_CHANNEL is the public chat channel that all avatars see as chat text. DEBUG_CHANNEL is the script debug channel, and is also visible to nearby avatars. All other channels are are not sent to avatars, but may be used to communicate with scripts.
function Shout(channel: number, text: string): voidSignRSA
ll.SignRSA · llSignRSA
Returns the base64-encoded RSA signature of Message using PEM-formatted PrivateKey and digest Algorithm (sha1, sha224, sha256, sha384, sha512).
function SignRSA(privateKey: string, message: string, algorithm: string): stringSin
ll.Sin · llSin
Deprecated
Use 'math.sin' instead. Double precision; fastcall.
Returns the sine of Theta (Theta in radians).
function Sin(theta: number): numberSitOnLink
ll.SitOnLink · llSitOnLink
If agent identified by AvatarID is participating in the experience, sit them on the specified link's sit target.
function SitOnLink(avatarId: UUID, linkId: number): numberSitTarget
ll.SitTarget · llSitTarget
Set the sit location for this object. If offset == ZERO_VECTOR, clears the sit target.
function SitTarget(offset: Vector, rotation: Quaternion): voidSleep
ll.Sleep · llSleep
Put script to sleep for Time seconds.
function Sleep(time: number): voidSound
ll.Sound · llSound
Deprecated
Use 'll.PlaySound' instead.
Deprecated: Use llPlaySound instead. Plays Sound at Volume and specifies whether the sound should loop and/or be enqueued.
function Sound(sound: string, volume: number, queue: boolean, loop: boolean): voidSoundPreload
ll.SoundPreload · llSoundPreload
Deprecated
Use 'll.PreloadSound' instead.
Deprecated: Use llPreloadSound instead. Preloads a sound on viewers within range.
function SoundPreload(sound: string): voidSqrt
ll.Sqrt · llSqrt
Deprecated
Use 'math.sqrt' instead. Double precision; fastcall.
Returns the square root of Value. Triggers a math runtime error for imaginary results (if Value < 0.0).
function Sqrt(value: number): numberStartAnimation
ll.StartAnimation · llStartAnimation
This function plays the specified animation from playing on the avatar who received the script's most recent permissions request. Animation may be an animation in task inventory or a built-in animation. Requires the PERMISSION_TRIGGER_ANIMATION runtime permission (automatically granted to attached or sat on objects).
function StartAnimation(animation: string): voidStartObjectAnimation
ll.StartObjectAnimation · llStartObjectAnimation
This function plays the specified animation on the rigged mesh object associated with the current script. Animation may be an animation in task inventory or a built-in animation.
function StartObjectAnimation(animation: string): voidStopAnimation
ll.StopAnimation · llStopAnimation
This function stops the specified animation on the avatar who received the script's most recent permissions request. Animation may be an animation in task inventory, a built-in animation, or the uuid of an animation. Requires the PERMISSION_TRIGGER_ANIMATION runtime permission (automatically granted to attached or sat on objects).
function StopAnimation(animation: string): voidStopHover
ll.StopHover · llStopHover
Stop hovering to a height (due to llSetHoverHeight()).
function StopHover(): voidStopLookAt
ll.StopLookAt · llStopLookAt
Stop causing object to point at a target (due to llLookAt() or llRotLookAt()).
function StopLookAt(): voidStopMoveToTarget
ll.StopMoveToTarget · llStopMoveToTarget
Stops critically damped motion (due to llMoveToTarget()).
function StopMoveToTarget(): voidStopObjectAnimation
ll.StopObjectAnimation · llStopObjectAnimation
This function stops the specified animation on the rigged mesh object associated with the current script. Animation may be an animation in task inventory, a built-in animation, or the uuid of an animation.
function StopObjectAnimation(animation: string): voidStopPointAt
ll.StopPointAt · llStopPointAt
Deprecated
This function is deprecated.
function StopPointAt(): voidStopSound
ll.StopSound · llStopSound
Stops playback of the currently attached sound.
function StopSound(): voidStringLength
ll.StringLength · llStringLength
Deprecated
Use 'utf8.len' or '#' or 'string.len' instead.
Returns an integer that is the number of characters in Text (not counting the null).
function StringLength(text: string): numberStringToBase64
ll.StringToBase64 · llStringToBase64
Deprecated
Use 'llbase64.encode' instead.
Returns the string Base64 representation of the input string.
function StringToBase64(text: string): stringStringTrim
ll.StringTrim · llStringTrim
Outputs a string, eliminating white-space from the start and/or end of the input string Text. Valid options for TrimType: 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.
function StringTrim(text: string, trimType: number): stringSubStringIndex
ll.SubStringIndex · llSubStringIndex
Returns the first index where Sequence appears in Text. Returns -1 if not found.
function SubStringIndex(text: string, sequence: string): number | undefinedsRGB2Linear
ll.sRGB2Linear · llsRGB2Linear
Converts a color from the sRGB to the linear colorspace.
function sRGB2Linear(srgb: Vector): VectorT
TakeCamera
ll.TakeCamera · llTakeCamera
Deprecated
Use 'll.SetCameraParams' instead.
Deprecated: Use llSetCameraParams instead.
function TakeCamera(avatarId: UUID): voidTakeControls
ll.TakeControls · llTakeControls
Take controls from the agent the script has permissions for. If (Accept == (Controls & input)), send input to the script. PassOn determines whether Controls also perform their normal functions. Requires the PERMISSION_TAKE_CONTROLS runtime permission (automatically granted to attached or sat on objects).
function TakeControls(controls: number, accept: boolean, passOn: boolean): voidTan
ll.Tan · llTan
Deprecated
Use 'math.tan' instead. Double precision; fastcall.
Returns the tangent of Theta (Theta in radians).
function Tan(theta: number): numberTarget
ll.Target · llTarget
This function is to have the script know when it has reached a position. It registers a Position with a Range that triggers at_target and not_at_target events continuously until unregistered.
function Target(position: Vector, range: number): numberTargetOmega
ll.TargetOmega · llTargetOmega
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.
function TargetOmega(axis: Vector, spinRate: number, gain: number): voidTargetRemove
ll.TargetRemove · llTargetRemove
Removes positional target Handle registered with llTarget.
function TargetRemove(target: number): voidTargetedEmail
ll.TargetedEmail · llTargetedEmail
Sends an email with Subject and Message to the owner or creator of an object.
function TargetedEmail(target: number, subject: string, text: string): voidTeleportAgent
ll.TeleportAgent · llTeleportAgent
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 runtime permission. This function can only teleport the owner of the object.
function TeleportAgent(avatarId: UUID, landmarkName: string, position: Vector, lookAtPoint: Vector): voidTeleportAgentGlobalCoords
ll.TeleportAgentGlobalCoords · llTeleportAgentGlobalCoords
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 runtime permission. This function can only teleport the owner of the object.
function TeleportAgentGlobalCoords(avatarId: UUID, globalPosition: Vector, regionPosition: Vector, lookAtPoint: Vector): voidTeleportAgentHome
ll.TeleportAgentHome · llTeleportAgentHome
Teleport agent over the owner's land to agent's home location.
function TeleportAgentHome(avatarId: UUID): voidTextBox
ll.TextBox · llTextBox
Opens a dialog for the specified avatar with message Text, which contains a text box for input. Any text that is entered is said on the specified Channel (as if by the avatar) when the "OK" button is clicked.
function TextBox(avatarId: UUID, text: string, channel: number): voidToLower
ll.ToLower · llToLower
Returns a string that is Text with all lower-case characters.
function ToLower(text: string): stringToUpper
ll.ToUpper · llToUpper
Returns a string that is Text with all upper-case characters.
function ToUpper(text: string): stringTransferLindenDollars
ll.TransferLindenDollars · llTransferLindenDollars
Transfer Amount of linden dollars (L$) from script owner to AvatarID. Returns a key to a corresponding transaction_result event for the success of the transfer. Attempts to send the amount of money to the specified avatar, and trigger a transaction_result event identified by the returned key. Requires the PERMISSION_DEBIT runtime permission.
function TransferLindenDollars(avatarId: UUID, amount: number): UUIDTransferOwnership
ll.TransferOwnership · llTransferOwnership
Transfers ownership of an object, or a copy of the object to a new agent.
function TransferOwnership(agentId: UUID, flags: number, params: list): numberTriggerSound
ll.TriggerSound · llTriggerSound
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.
function TriggerSound(sound: string, volume: number): voidTriggerSoundLimited
ll.TriggerSoundLimited · llTriggerSoundLimited
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.
function TriggerSoundLimited(sound: string, volume: number, tne: Vector, bsw: Vector): voidU
UnSit
ll.UnSit · llUnSit
If agent identified by AvatarID is sitting on the object the script is attached to or is over land owned by the object's owner, the agent is forced to stand up.
function UnSit(avatarId: UUID): voidUnescapeURL
ll.UnescapeURL · llUnescapeURL
Returns the string that is the URL unescaped, replacing "%20" with spaces, etc., version of URL. This function can output raw UTF-8 strings.
function UnescapeURL(url: string): stringUpdateCharacter
ll.UpdateCharacter · llUpdateCharacter
Updates settings for a pathfinding character.
function UpdateCharacter<const T extends readonly unknown[]>(options: T & ParseCharacterParams<T>): voidUpdateKeyValue
ll.UpdateKeyValue · llUpdateKeyValue
Starts an asychronous transaction to update the value associated with the key given. The dataserver callback will be executed with the key returned from this call and a string describing the result. The result is a two element commma-delimited list. The first item is an integer specifying if the transaction succeeded (1) or not (0). In the failure case, the second item will be an integer corresponding to one of the XP_ERROR_... constants. In the success case the second item will be the value associated with the key. If Checked is 1 the existing value in the data store must match the OriginalValue passed or XP_ERROR_RETRY_UPDATE will be returned. If Checked is 0 the key will be created if necessary.
function UpdateKeyValue(key: string, value: string, checked: boolean, originalValue: string): UUIDV
VecDist
ll.VecDist · llVecDist
Deprecated
Use 'vector.magnitude' instead. It's a fastcall.
Returns the distance between Location1 and Location2.
function VecDist(location1: Vector, location2: Vector): numberVecMag
ll.VecMag · llVecMag
Deprecated
Use 'vector.magnitude' instead. It's a fastcall.
Returns the magnitude of the vector.
function VecMag(vector: Vector): numberVecNorm
ll.VecNorm · llVecNorm
Deprecated
Use 'vector.normalize' instead. It's a fastcall.
Returns normalized vector.
function VecNorm(vector: Vector): VectorVerifyRSA
ll.VerifyRSA · llVerifyRSA
Returns TRUE if PublicKey, Message, and Algorithm produce the same base64-formatted Signature.
function VerifyRSA(publicKey: string, message: string, signature: string, algorithm: string): booleanVolumeDetect
ll.VolumeDetect · llVolumeDetect
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.
function VolumeDetect(detectEnabled: boolean): voidW
WanderWithin
ll.WanderWithin · llWanderWithin
Wander within a specified volume. Sets a character to wander about a central spot within a specified area.
function WanderWithin(origin: Vector, area: Vector, options: list): voidWater
ll.Water · llWater
Returns the water height below the object position + Offset.
function Water(offset: Vector): numberWhisper
ll.Whisper · llWhisper
Whispers Text on Channel. This chat method has a range of 10m radius. PUBLIC_CHANNEL is the public chat channel that all avatars see as chat text. DEBUG_CHANNEL is the script debug channel, and is also visible to nearby avatars. All other channels are are not sent to avatars, but may be used to communicate with scripts.
function Whisper(channel: number, text: string): voidWind
ll.Wind · llWind
Returns the wind velocity at the object position + Offset.
function Wind(offset: Vector): VectorWorldPosToHUD
ll.WorldPosToHUD · llWorldPosToHUD
Returns the local position that would put the origin of a HUD object directly over world_pos as viewed by the current camera. Requires the PERMISSION_TRACK_CAMERA runtime permission (else will return zero vector).
function WorldPosToHUD(worldPos: Vector): VectorX
XorBase64
ll.XorBase64 · llXorBase64
Performs an exclusive OR on two Base64 strings and returns a Base64 string. Text2 repeats if it is shorter than Text1.
function XorBase64(text1: string, text2: string): stringXorBase64Strings
ll.XorBase64Strings · llXorBase64Strings
Deprecated
Use 'll.XorBase64' instead.
Deprecated: Please use llXorBase64 instead. Incorrectly performs an exclusive OR on two Base64 strings and returns a Base64 string. Text2 repeats if it is shorter than Text1. Retained for backwards compatibility.
function XorBase64Strings(text1: string, text2: string): stringXorBase64StringsCorrect
ll.XorBase64StringsCorrect · llXorBase64StringsCorrect
Deprecated
Use 'll.XorBase64' instead.
Deprecated: Please use llXorBase64 instead. Correctly (unless nulls are present) performs an exclusive OR on two Base64 strings and returns a Base64 string. Text2 repeats if it is shorter than Text1.
function XorBase64StringsCorrect(text1: string, text2: string): string