Difference between revisions of "ACTIVE/ja"

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(New page: {{Multi-lang}} {{LSL Header/ja}} __NOTOC__ <div style="padding: 0.25em"> <div id="box"> == Integer ACTIVE = {{LSL Hex|0x2}}; == <div style="padding: 0.5em"> integer定...)
 
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{{Multi-lang}}
{{LSL Constant/ja
{{LSL Header/ja}} __NOTOC__
|name=ACTIVE
<div style="padding: 0.25em">
|type=integer
<div id="box">
|value={{LSL Hex|0x2}}
== [[Integer]] [[ACTIVE/ja | ACTIVE]] = {{LSL Hex|0x2}}; ==
|desc
<div style="padding: 0.5em">
|examples
integer定数ACTIVEは{{LSL Hex|0x2}}の値をもちます。
|constants={{LSL Constants Sensor|no_wrapper=true}}
</div>
|functions=
</div>
{{LSL DefineRow||[[llDetectedType]]|}}
<div id="box">
{{LSL DefineRow||[[llSensor]]|}}
==関連した関数、イベント、定数==
{{LSL DefineRow||[[llSensorRepeat]]|}}
<div style="padding: 0.5em">
|events=
'''定数'''
|cat1=Sensor
<table style="border = 0;"><tr><td>
|cat2
<table {{Prettytable}}><tr style="background-color:#A7C1F2;">
|cat3
<th colspan="2">フラグ</th>
|cat4
<th>解説</th>
}}
</tr><tr>
<td>[[AGENT]]</td>
<td>{{LSL Hex|0x1}}</td>
<td></td>
</tr><tr>
<td>[[ACTIVE]]</td>
<td>{{LSL Hex|0x2}}</td>
<td>これは移動しているオブジェクトを探すセンサに用いられます。</td>
</tr></table></td><td>
<table {{Prettytable}}><tr style="background-color:#A7C1F2;">
<th colspan="2">フラグ</th>
<th>解説</th>
</tr><tr>
<td>[[PASSIVE]]</td>
<td>{{LSL Hex|0x4}}</td>
<td>これは移動しないオブジェクトを探すセンサに用いられます。</td>
</tr><tr>
<td>[[SCRIPTED]]</td>
<td>{{LSL Hex|0x8}}</td>
<td>これはスクリプトが付与されたオブジェクトを探すセンサに用いられます。</td>
</tr></table>
</td></tr></table>
'''関数'''
*[[llDetectedType]]
*[[llSensor]]
*[[llSensorRepeat]]
</div>
</div>
</div>

Revision as of 02:47, 30 December 2007

解説

定数: integer ACTIVE = 0x2;

integer 定数 ACTIVE の値は 0x2 です。

関連記事

定数

Flag Mask Description (llDetectedType()) Description (llSensor() and llSensorRepeat() mask)
AGENT_BY_LEGACY_NAME 0x1 Agents This is used to find agents by legacy name.
AGENT 0x1 Agents This is also used to find agents by legacy name, and is functionally identical to AGENT_BY_LEGACY_NAME
AGENT_BY_USERNAME 0x10 Reserved This is used to find agents by username.
ACTIVE 0x2 Physical tasks. (Physical objects & agents) Physical objects that are moving or objects containing an active script. Thus, it is using SL server resources now.
PASSIVE 0x4 Non-physical objects. Non-scripted or script is inactive and non-physical or, if physical, not moving. Thus, it is not using SL server resources now.
SCRIPTED 0x8 Objects containing any active script. Objects that has any script, which is doing anything in simulator just now.
llDetectedType() Scripted Not Scripted Agent Standing Agent Sitting
Physical Movement 10 (ACTIVE|SCRIPTED) 2 (ACTIVE) 3 (ACTIVE|AGENT) 3 (ACTIVE|AGENT)
Non-Physical 12 (PASSIVE|SCRIPTED) 4 (PASSIVE) 1 (AGENT) 5 (PASSIVE|AGENT)

関数

•  llDetectedType
•  llSensor
•  llSensorRepeat

記事

•  Object Type

特記事項

この翻訳は 原文 と比べて古いですか?間違いがありますか?読みにくいですか?みんなで 修正 していきましょう! (手順はこちら)