llGetUsername

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Revision as of 15:18, 8 November 2010 by Something Something (talk | contribs) (create a link for "username")
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Emblem-important-red.png Pre-release Documentation Warning!

This function is not available yet. This documentation was written prior to its final release so it may not match the final implementation.It is slated for release in Server DisplayNames.

Summary

Function: string llGetUsername( key id );

Returns a string that is the unique username of the avatar specified by id.

• key id avatar UUID that is in the same region

id must specify a valid avatar key, present in or otherwise known to the sim in which the script is running, otherwise an empty string is returned. This function will still return a valid username if the avatar is a child agent of the sim (i.e., in an adjacent sim, but presently able to see into the one the script is in), or for a short period after the avatar leaves the sim (specifically, when the client completely disconnects from the sim, either as a main or child agent).

Caveats

  • To get around the "avatar must be present" limitation, you can use the llRequestUsername function and the dataserver event to obtain the avatar's username from a key.
  • There is no opposite function (llUsername2Key) available.
  • Display Name changes may take up to 72 hours to propagate. During this time scripts may report the old display name.
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Examples

<lsl>// Best viewed in Chat History (ctrl-h) default {

   collision_start(integer a)//Announce who collided
   {
       llSay(0, "llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllGetUsername: " + llGetUsername(llDetectedKey(0)));
   }
   touch_start(integer a)
   {
       llSay(0,"llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllGetUsername: " + llGetUsername(llDetectedKey(0)));
   }
}</lsl>

See Also

Functions

•  llGetDisplayName
•  llRequestUsername Uses the dataserver to request avatar information

Deep Notes

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Signature

function string llGetUsername( key id );