| Flag
| Description
| Usage
|
| PRIM_TYPE
| Sets the prim's shape.
| [ PRIM_TYPE, integer flag ] + flag_parameters
|
| PRIM_MATERIAL
| Sets the prim's material.
| [ PRIM_MATERIAL, integer flag ]
|
| PRIM_PHYSICS
| Sets the object's physics status.
| [ PRIM_PHYSICS, integer boolean ]
|
| PRIM_TEMP_ON_REZ
| Sets the object's temporary attribute.
| [ PRIM_TEMP_ON_REZ, integer boolean ]
|
| PRIM_PHANTOM
| Sets the object's phantom status.
| [ PRIM_PHANTOM, integer boolean ]
|
| PRIM_POSITION
| Sets the prim's position.
| [ PRIM_POSITION, vector position ]
|
| PRIM_ROTATION
| Sets the prim's rotation.
| [ PRIM_ROTATION, rotation rot ]
|
| PRIM_SIZE
| Sets the prim's size.
| [ PRIM_SIZE, vector size ]
|
| PRIM_TEXTURE
| Sets the prim's texture attributes.
| [ PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
|
| PRIM_COLOR
| Sets the face's color.
| [ PRIM_COLOR, integer face, vector color, float alpha ]
|
| PRIM_BUMP_SHINY
| Sets the face's shiny & bump.
| [ PRIM_BUMP_SHINY, integer face, integer shiny, integer bump ]
|
| PRIM_POINT_LIGHT
| Sets the prim as a point light.
| [ PRIM_POINT_LIGHT, integer boolean, vector color, float intensity, float radius, float falloff ]
|
| PRIM_FULLBRIGHT
| Sets the face's full bright flag.
| [ PRIM_FULLBRIGHT, integer face, integer boolean ]
|
| PRIM_FLEXIBLE
| Sets the prim as flexible.
| [ PRIM_FLEXIBLE, integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
|
| PRIM_TEXGEN
| Sets the face's texture mode.
| [ PRIM_TEXGEN, integer face, integer type ]
|
| PRIM_GLOW
| Sets the face's glow attribute.
| [ PRIM_GLOW, integer face, float intensity ]
|
| PRIM_CAST_SHADOWS
| Sets the prim's cast shadow attribute. (DEPRECATED)
| [ PRIM_CAST_SHADOWS, integer boolean ]
|
| PRIM_TYPE_LEGACY
| Sets the prim's shape (legacy mode, DEPRECATED).
| [ 1, integer flag ] + flag_parameters
|
| Parameter
| Additional Parameters
| Description
|
| [ PRIM_TYPE ]
| 9
| [ integer flag ]
| Sets the prim shape.
|
| flag Constants
| Flag Parameters
|
| PRIM_TYPE_BOX
| 0
| [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
|
| PRIM_TYPE_CYLINDER
| 1
| [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
|
| PRIM_TYPE_PRISM
| 2
| [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
|
| PRIM_TYPE_SPHERE
| 3
| [ integer hole_shape, vector cut, float hollow, vector twist, vector dimple]
|
| PRIM_TYPE_TORUS
| 4
| [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
|
| PRIM_TYPE_TUBE
| 5
| [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
|
| PRIM_TYPE_RING
| 6
| [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
|
| PRIM_TYPE_SCULPT
| 7
| [ string map, integer type ] Sculpted_Prims:_FAQ
|
|
| hole_shape Flags
| Shape
| hole_shape Flags
| Shape
|
| PRIM_HOLE_DEFAULT
| 0x00
| Default
| PRIM_HOLE_SQUARE
| 0x20
| Square
|
| PRIM_HOLE_CIRCLE
| 0x10
| Circle
| PRIM_HOLE_TRIANGLE
| 0x30
| Triangle
|
| type Flags
| Style
| Description
|
| PRIM_SCULPT_TYPE_SPHERE
| 1
| Sphere
| Converge top & bottom, stitch left side to right
|
| PRIM_SCULPT_TYPE_TORUS
| 2
| Torus
| Stitch top to bottom, stitch left side to right
|
| PRIM_SCULPT_TYPE_PLANE
| 3
| Plane
| No stitching or converging
|
| PRIM_SCULPT_TYPE_CYLINDER
| 4
| Cylinder
| Stitch left side to right.
|
| PRIM_SCULPT_FLAG_ZZZZZZZZ
| 63
|
|
| PRIM_SCULPT_FLAG_INVERT
| 64
| Invert
| Render inside out (inverts the normals).
|
| PRIM_SCULPT_FLAG_MIRROR
| 128
| Mirror
| Render an X axis mirror of the sculpty.
|
|
|
| [ PRIM_MATERIAL ]
| 2
| [ integer material]
| Sets the prim's material. The material determines the default collision sound & sprite.
|
| material Flags
| Description
|
| PRIM_MATERIAL_STONE
| 0
| stone
|
| PRIM_MATERIAL_METAL
| 1
| metal
|
| PRIM_MATERIAL_GLASS
| 2
| glass
|
| PRIM_MATERIAL_WOOD
| 3
| wood
|
| PRIM_MATERIAL_FLESH
| 4
| flesh
|
| PRIM_MATERIAL_PLASTIC
| 5
| plastic
|
| PRIM_MATERIAL_RUBBER
| 6
| rubber
|
PRIM_MATERIAL_LIGHT
| 7
| light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]
|
| [ PRIM_PHYSICS ]
| 3
| [ integer boolean ]
| Physics status llSetStatus
|
| [ PRIM_TEMP_ON_REZ ]
| 4
| [ integer boolean ]
| Temporary attribute
|
| [ PRIM_PHANTOM ]
| 5
| [ integer boolean ]
| Phantom status llSetStatus
|
| [ PRIM_POSITION ]
| 6
| [ vector position ]
| Position, llSetPos
|
| [ PRIM_ROTATION ]
| 8
| [ rotation rot ]
| Rotation, llSetRot
|
| [ PRIM_SIZE ]
| 7
| [ vector size ]
| Size, llSetScale
|
| [ PRIM_TEXTURE, integer face ]
| 17
| [ string texture, vector repeats, vector offsets, float rotation_in_radians ]
|
|
| [ PRIM_COLOR, integer face ]
| 18
| [ vector color, float alpha ]
|
|
| [ PRIM_BUMP_SHINY, integer face ]
| 19
| [ integer shiny, integer bump ]
|
|
| shiny & bump Flags
| Description
|
| PRIM_SHINY_NONE
| 0
| none
|
| PRIM_SHINY_LOW
| 1
| low
|
| PRIM_SHINY_MEDIUM
| 2
| medium
|
| PRIM_SHINY_HIGH
| 3
| high
|
|
|
|
|
| PRIM_BUMP_NONE
| 0
| none: no bump map
|
| PRIM_BUMP_BRIGHT
| 1
| brightness: generate from highlights
|
| PRIM_BUMP_DARK
| 2
| darkness: generate from lowlights
|
| PRIM_BUMP_WOOD
| 3
| woodgrain
|
| PRIM_BUMP_BARK
| 4
| bark
|
| PRIM_BUMP_BRICKS
| 5
| bricks
|
| PRIM_BUMP_CHECKER
| 6
| checker
|
| PRIM_BUMP_CONCRETE
| 7
| concrete
|
| PRIM_BUMP_TILE
| 8
| crustytile
|
| PRIM_BUMP_STONE
| 9
| cutstone: blocks
|
| PRIM_BUMP_DISKS
| 10
| discs: packed circles
|
| PRIM_BUMP_GRAVEL
| 11
| gravel
|
| PRIM_BUMP_BLOBS
| 12
| petridish: blobby amoeba like shapes
|
| PRIM_BUMP_SIDING
| 13
| siding
|
| PRIM_BUMP_LARGETILE
| 14
| stonetile
|
| PRIM_BUMP_STUCCO
| 15
| stucco
|
| PRIM_BUMP_SUCTION
| 16
| suction: rings
|
| PRIM_BUMP_WEAVE
| 17
| weave
|
| [ PRIM_FULLBRIGHT, integer face ]
| 20
| [ integer boolean ]
|
|
| [ PRIM_FLEXIBLE ]
| 21
| [ integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
|
|
| [ PRIM_TEXGEN, integer face ]
| 22
| [ integer mode ]
|
|
| mode Constants
| Description
|
| PRIM_TEXGEN_DEFAULT
| 0
|
|
| PRIM_TEXGEN_PLANAR
| 1
|
|
| [ PRIM_POINT_LIGHT ]
| 23
| [ integer boolean, vector color, float intensity, float radius, float falloff ]
|
|
| [ PRIM_GLOW, integer face ]
| 25
| [ float intensity ]
|
|
[ PRIM_CAST_SHADOWS ]
| 24
| [ integer boolean ]
| DEPRECATED: Shadow casting for the primitive
|
[ 1 ]
PRIM_TYPE_LEGACY
| 1
| [ integer flag, paramaters ]
|
| flag Constants
| Flag Parameters
|
| PRIM_TYPE_BOX
| 0
| [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
|
| PRIM_TYPE_CYLINDER
| 1
| [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
|
| PRIM_TYPE_PRISM
| 2
| [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
|
| PRIM_TYPE_SPHERE
| 3
| [ vector cut, float hollow, vector dimple ]
|
| PRIM_TYPE_TORUS
| 4
| [ vector cut, float hollow, float twist_end, float hole_size_y, vector top_shear, vector advanced_cut ]
|
| PRIM_TYPE_TUBE
| 5
| [ vector cut, float hollow, float twist_end, float topshear_x ]
|
Notes
Avatars sitting on the object can be moved with llSetLinkPrimitiveParams and PRIM_POSITION. This was originally a mis-feature but according to Andrew Linden LL has decided to support it.
Examples
The below example moves an avatar to x,y,z without moving the prim they are sitting on. If x,y,z is more than 54 meters away the call will silently fail. Remember x,y,z is in object relative coordinates just like any other linked prim in a set.
Avatars are always the last prims in the set, so llGetNumberOfPrims can be used for a single avatar sitting on a vehicle.
Example:
llSetLinkPrimitiveParams(llGetNumberOfPrims(), [PRIM_POSITION, <x,y,z>]);