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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wicked+Winslet</id>
	<title>Second Life Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wicked+Winslet"/>
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	<updated>2026-06-22T16:03:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167761</id>
		<title>User:Wicked Winslet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167761"/>
		<updated>2012-05-29T05:06:59Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ISO 639-3/cat-speaking|jbo}}tavla fo la .lojban. .a&#039;u&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167139</id>
		<title>User:Wicked Winslet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167139"/>
		<updated>2012-05-12T11:57:47Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ISO 639-3/cat-speaking|jbo}}.a&#039;u tavla fo la .lojban.&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167138</id>
		<title>User:Wicked Winslet</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Wicked_Winslet&amp;diff=1167138"/>
		<updated>2012-05-12T11:56:14Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;quot;.a&amp;#039;u tavla fo la .lojban.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.a&#039;u tavla fo la .lojban.&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-3145&amp;diff=1121003</id>
		<title>Template:Issues/SVC-3145</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-3145&amp;diff=1121003"/>
		<updated>2010-12-05T13:01:56Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues|SVC-3145|group ROLE permissions only work for scripted rez when owner online|type=bug}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LlRezObject&amp;diff=1118652</id>
		<title>LlRezObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LlRezObject&amp;diff=1118652"/>
		<updated>2010-12-02T15:54:16Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: See SVC-6578&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues/SVC-3145}}{{Issues/SVC-6578}}{{LSL_Function/inventory|inventory|uuid=false|type=object}}&lt;br /&gt;
{{LSL_Function&lt;br /&gt;
|func_id=104|func_sleep=0.1|func_energy=200.0&lt;br /&gt;
|func=llRezObject|sort=RezObject&lt;br /&gt;
|p1_type=string|p1_name=inventory&lt;br /&gt;
|p2_type=vector|p2_name=pos|p2_desc=position (in [[Viewer coordinate frames#Region|region coordinates]])|p2_hover=position (in region coordinates)&lt;br /&gt;
|p3_type=vector|p3_name=vel|p3_desc=velocity (max [[llVecMag|magnitude]] is approximately 200m/s)&lt;br /&gt;
|p4_type=rotation|p4_name=rot|p4_desc=rotation&lt;br /&gt;
|p5_type=integer|p5_name=param|p5_desc=[[on_rez]] event parameter and value returned by [[llGetStartParameter]] in the rezzed object (or by each of the items in a coalesced object).|p5_hover=on_rez event parameter and value returned by llGetStartParameter in the rezzed object.&lt;br /&gt;
|func_footnote=The root of &#039;&#039;&#039;inventory&#039;&#039;&#039; is not at &#039;&#039;&#039;pos&#039;&#039;&#039; but the [[llGetGeometricCenter|center]] of &#039;&#039;&#039;inventory&#039;&#039;&#039; is.&amp;lt;br/&amp;gt;To have the root prim at &#039;&#039;&#039;pos&#039;&#039;&#039; use [[llRezAtRoot]] instead.&lt;br /&gt;
|func_desc=Instantiate &#039;&#039;&#039;inventory&#039;&#039;&#039; object at &#039;&#039;&#039;pos&#039;&#039;&#039; with velocity &#039;&#039;&#039;vel&#039;&#039;&#039; and rotation &#039;&#039;&#039;rot&#039;&#039;&#039; with start parameter &#039;&#039;&#039;param&#039;&#039;&#039;&lt;br /&gt;
|return_text&lt;br /&gt;
|spec&lt;br /&gt;
|caveats=&lt;br /&gt;
*Silently fails to rez &#039;&#039;&#039;inventory&#039;&#039;&#039; if &#039;&#039;&#039;pos&#039;&#039;&#039; is too far from the prim trying to rez &#039;&#039;&#039;inventory&#039;&#039;&#039;.&lt;br /&gt;
**If your script is mysteriously failing to rez things, make sure you haven&#039;t (say) written &amp;quot;&amp;lt;code&amp;gt;&amp;lt;0.0,0.0,1.0&amp;gt;&amp;lt;/code&amp;gt;&amp;quot; for the &#039;&#039;&#039;pos&#039;&#039;&#039; parameter rather than (say) &amp;lt;code&amp;gt;[[llGetPos]]() + &amp;lt;0.0,0.0,1.0&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
**The documented limit is 10 meters; however in at least some server versions experimentation reveals a larger limit that seems to be related to the size of the object doing the rezzing: See [[llRezObject#Notes | Notes]] for more info.&lt;br /&gt;
* When scripting attachments meant to rez objects, remember that attachments move. You will need to use &amp;lt;code&amp;gt;[[llGetPos]]()&amp;lt;/code&amp;gt; and add it to &#039;&#039;&#039;pos&#039;&#039;&#039; to obtain a faithful position for your rezzed object. When used in the root of an ([[attach|attached]]) [[attachment]] &amp;lt;code&amp;gt;[[llGetPos]]&amp;lt;/code&amp;gt; doesn&#039;t return the position of the attachment but instead returns the position of the avatar&#039;s bounding box geometric center. Read [[llGetPos]] and [[llParticleSystem#Caveats | llParticleSystem Caveats]] for more information.&lt;br /&gt;
* If the owner of the object does not have copy permission  on &#039;&#039;&#039;inventory&#039;&#039;&#039;, the object will no longer be present in inventory after it is rezzed (so another attempt to rez (the same object) will fail); if the owner does have copy permission, then a copy is rezzed, and the original &#039;&#039;&#039;inventory&#039;&#039;&#039; remains in inventory.&lt;br /&gt;
*Silently fails if you don&#039;t have offline building rights on the land. &lt;br /&gt;
**Which means that you need to either: &lt;br /&gt;
**#Own the land yourself. &lt;br /&gt;
**#Be in the group that owns it, the allow group to build parcel flag has to be enabled and the object has to be set to group. &lt;br /&gt;
**#Or everyone should be allowed to build.&lt;br /&gt;
**#You can also deed the object to the group that owns the land, this will always work.&lt;br /&gt;
**The group role &amp;quot;Always allow &#039;Create Objects&#039;&amp;quot; will only work to override this when you are online. See [[#SVC-3145|SVC-3145]] in the Issues subsection of Deep Notes for more information.&lt;br /&gt;
|constants&lt;br /&gt;
|examples=&amp;lt;lsl&amp;gt;default&lt;br /&gt;
{&lt;br /&gt;
     touch_start(integer param)&lt;br /&gt;
     {&lt;br /&gt;
          llRezObject(&amp;quot;Object&amp;quot;, llGetPos() + &amp;lt;0.0,0.0,1.0&amp;gt;, &amp;lt;0.0,0.0,0.0&amp;gt;, &amp;lt;0.0,0.0,0.0,1.0&amp;gt;, 0);&lt;br /&gt;
     }&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&amp;lt;lsl&amp;gt;// Rez an object on touch, with relative position, rotation, and velocity all described in the rezzing prim&#039;s coordinate system.&lt;br /&gt;
string object = &amp;quot;Object&amp;quot;; // Name of object in inventory&lt;br /&gt;
vector relativePosOffset = &amp;lt;2.0, 0.0, 1.0&amp;gt;; // &amp;quot;Forward&amp;quot; and a little &amp;quot;above&amp;quot; this prim&lt;br /&gt;
vector relativeVel = &amp;lt;1.0, 0.0, 0.0&amp;gt;; // Traveling in this prim&#039;s &amp;quot;forward&amp;quot; direction at 1m/s&lt;br /&gt;
rotation relativeRot = &amp;lt;0.707107, 0.0, 0.0, 0.707107&amp;gt;; // Rotated 90 degrees on the x-axis compared to this prim&lt;br /&gt;
integer startParam = 10;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    touch_start(integer a)&lt;br /&gt;
    {&lt;br /&gt;
        vector myPos = llGetPos();&lt;br /&gt;
        rotation myRot = llGetRot();&lt;br /&gt;
&lt;br /&gt;
        vector rezPos = myPos+relativePosOffset*myRot;&lt;br /&gt;
        vector rezVel = relativeVel*myRot;&lt;br /&gt;
        rotation rezRot = relativeRot*myRot;&lt;br /&gt;
&lt;br /&gt;
        llRezObject(object, rezPos, rezVel, rezRot, startParam);&lt;br /&gt;
    }&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
|helpers&lt;br /&gt;
|also_constants=&lt;br /&gt;
{{LSL DefineRow||[[PRIM_TEMP_ON_REZ]]|}}&lt;br /&gt;
|also_functions=&lt;br /&gt;
{{LSL DefineRow||[[llRezAtRoot]]|Rezzes the object at the requested position}}&lt;br /&gt;
{{LSL DefineRow||[[llGetStartParameter]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGodLikeRezObject]]|}}&lt;br /&gt;
|also_tests&lt;br /&gt;
|also_events=&lt;br /&gt;
{{LSL DefineRow||[[object_rez]]|triggered when this object rezzes an object from inventory}}&lt;br /&gt;
|also_articles&lt;br /&gt;
|notes=&#039;&#039;&#039;Maximum rez distance&#039;&#039;&#039;&lt;br /&gt;
*After tests on server 1.38, these figures were measured - (on some earlier server versions the same &#039;&#039;further-than-10-meter&#039;&#039; rezzes have been possible).&lt;br /&gt;
*The &#039;&#039;&#039;distance&#039;&#039;&#039; measured is between the [[llGetPos|center]] of the rezzing &#039;&#039;&#039;prim&#039;&#039;&#039; and the [[llGetPos|center]] of the &#039;&#039;&#039;prim&#039;&#039;&#039; that is rezzed.&lt;br /&gt;
**The tests did not include rezzing from or the rezzing of link_set objects.&lt;br /&gt;
**A &amp;lt;code&amp;gt;10.0&amp;lt;/code&amp;gt; meter cube could rez a &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; meter cube just beyond &amp;lt;code&amp;gt;18.6&amp;lt;/code&amp;gt; meters away.&lt;br /&gt;
**A &amp;lt;code&amp;gt;0.01&amp;lt;/code&amp;gt; cube could rez a &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt; meter cube just beyond &amp;lt;code&amp;gt;10.0&amp;lt;/code&amp;gt; meters away.&lt;br /&gt;
*There was seen to be a sliding scale between these figures. The &#039;&#039;max&#039;&#039; &#039;&#039;&#039;distance&#039;&#039;&#039; growing with the size of the rezzer.&lt;br /&gt;
*Even if the attempted rez succeeds, the rezzed object may not be exactly at the &#039;&#039;&#039;pos&#039;&#039;&#039; ordered by the script. It seems that the accuracy of the final &#039;&#039;&#039;pos&#039;&#039;&#039; reduces the closer your ordered &#039;&#039;&#039;pos&#039;&#039;&#039; is to the maximum that would succeed. Such quirks as, whether the rezzing prim was [[How_to_use_the_building_grid_-_Video_Tutorial|snapped-to-grid]] or not even &#039;&#039;seemed&#039;&#039; to have an effect. As with everything in SL, experimentation is key.&lt;br /&gt;
*Setting a script up to rez objects outside the previously established &#039;&#039;known&#039;&#039; maximum of &amp;lt;code&amp;gt;10.0&amp;lt;/code&amp;gt; meters is something that you need to be aware may stop working at any time in the future. Without solid verification from Linden Labs, &amp;lt;code&amp;gt;10.0&amp;lt;/code&amp;gt; meters should be considered a safe maximum &#039;&#039;&#039;distance&#039;&#039;&#039;.&lt;br /&gt;
|permission&lt;br /&gt;
|inventory&lt;br /&gt;
|negative_index&lt;br /&gt;
|cat1=Rez&lt;br /&gt;
|cat2=Object&lt;br /&gt;
|cat3=Inventory&lt;br /&gt;
|cat4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-6578&amp;diff=1118642</id>
		<title>Template:Issues/SVC-6578</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-6578&amp;diff=1118642"/>
		<updated>2010-12-02T15:53:16Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Issues|SVC-6578|llRezObject at wrong position when rezzing a linkset that was previously rotated in-world.|type=bug}}&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues|SVC-6578|llRezObject at wrong position when rezzing a linkset that was previously rotated in-world.|type=bug}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LlGetGeometricCenter&amp;diff=1118632</id>
		<title>LlGetGeometricCenter</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LlGetGeometricCenter&amp;diff=1118632"/>
		<updated>2010-12-02T15:48:10Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: See SVC-6579&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues/SVC-6579}}{{LSL_Function&lt;br /&gt;
|func_id=278|func_sleep=0.0|func_energy=10.0&lt;br /&gt;
|func=llGetGeometricCenter|return_type=vector&lt;br /&gt;
|func_footnote&lt;br /&gt;
|func_desc&lt;br /&gt;
|Return_text=that is the geometric center of the object [[Viewer_coordinate_frames#Local|relative]] to the root prim.&lt;br /&gt;
|spec&lt;br /&gt;
|caveats=This is currently (as of 2 December 2010) different from &amp;quot;center&amp;quot; in viewer&#039;s build tools and what [[llRezObject]] considers as &amp;quot;center&amp;quot; of linkset.&lt;br /&gt;
|constants&lt;br /&gt;
|examples&lt;br /&gt;
|helpers&lt;br /&gt;
|also_functions=&lt;br /&gt;
{{LSL DefineRow||[[llGetCenterOfMass]]|}}&lt;br /&gt;
|also_events&lt;br /&gt;
|also_tests&lt;br /&gt;
|also_articles&lt;br /&gt;
|notes&lt;br /&gt;
|cat1=Physics&lt;br /&gt;
|cat2&lt;br /&gt;
|cat3&lt;br /&gt;
|cat4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-6579&amp;diff=1118622</id>
		<title>Template:Issues/SVC-6579</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Issues/SVC-6579&amp;diff=1118622"/>
		<updated>2010-12-02T15:45:43Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Issues|SVC-6579|Provide better llGetGeometricCenter function.|type=nf}}&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues|SVC-6579|Provide better llGetGeometricCenter function.|type=nf}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:LSL_Constants/PrimitiveParams&amp;diff=1071143</id>
		<title>Template:LSL Constants/PrimitiveParams</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:LSL_Constants/PrimitiveParams&amp;diff=1071143"/>
		<updated>2010-10-22T17:31:10Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Added PRIM_ROT_LOCAL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{multi-lang}}&amp;lt;/noinclude&amp;gt;{{#if:&lt;br /&gt;
{{:PRIM_NAME|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_DESC|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_COLOR|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_GLOW|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TEXTURE|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TEXT|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_FULLBRIGHT|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TEXGEN|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_BUMP_SHINY|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_MATERIAL|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TYPE|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TYPE_BOX|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TYPE_SCULPT|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_PHANTOM|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_TEMP_ON_REZ|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_PHYSICS|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_SIZE|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_POSITION|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_ROTATION|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_ROT_LOCAL|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_FLEXIBLE|{{{1|}}}}}&lt;br /&gt;
{{:PRIM_POINT_LIGHT|{{{1|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq:{{{1|set}}}|set|{{#vardefine:caveats|{{#var:caveats}}&lt;br /&gt;
* [[PRIM_PHANTOM]], [[PRIM_PHYSICS]] and [[PRIM_TEMP_ON_REZ]] applies to the entire object (linkset).&lt;br /&gt;
* Values may drift, become truncated or be range limited. Some limits are applied by the client during deserialization before rendering, others are applied by the simulator before storing the values.&lt;br /&gt;
** When testing [[vector]]s and [[rotation]]s use [[llVecDist]] and [[llAngleBetween]] (respectively) to perform fuzzy tests.}}}}&lt;br /&gt;
&lt;br /&gt;
{{LSL_Function/color|color}}&lt;br /&gt;
{{LSL_Function/alpha|alpha}}&lt;br /&gt;
{{LSL_Function/boolean|boolean}}&lt;br /&gt;
{{LSL_Function/face|face|flag|!footer=*|return={{#ifeq:{{{1|get}}}|get|...&lt;br /&gt;
:{{{!}}{{Prettytable}}&lt;br /&gt;
{{!}}-{{Hl2}}&lt;br /&gt;
!{{HoverText|flag|PRIM_* flag}}&lt;br /&gt;
!Return if face is invalid&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#var:facetable}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
}}{{#ifeq:{{{1|&amp;lt;noinclude&amp;gt;set&amp;lt;/noinclude&amp;gt;}}}|set|&lt;br /&gt;
{{{!}} class=&amp;quot;sortable&amp;quot; {{Prettytable|style=margin: 0px 0px 10px 1pt;}}&lt;br /&gt;
{{!}}- {{Hl2}}&lt;br /&gt;
! class=&amp;quot;sortable&amp;quot; {{!}}Flag&lt;br /&gt;
! class=&amp;quot;sortable&amp;quot; title=&amp;quot;Value&amp;quot; style=&amp;quot;cursor: help;&amp;quot; {{!}}&amp;lt;span style=&amp;quot;border-bottom: 1px dotted;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;&lt;br /&gt;
! class=&amp;quot;sortable&amp;quot; {{!}}Description&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; {{!}}Usage&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_NAME|PRIM_NAME]]&lt;br /&gt;
{{!}} 27&lt;br /&gt;
{{!}} Sets the prim&#039;s name.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:name_const}}, [[string]]&amp;amp;nbsp;{{LSL Param|name}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_DESC|PRIM_DESC]]&lt;br /&gt;
{{!}} 28&lt;br /&gt;
{{!}} Sets the prim&#039;s description.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:desc_const}}, [[string]]&amp;amp;nbsp;{{LSL Param|description}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TYPE|PRIM_TYPE]]&lt;br /&gt;
{{!}} 9&lt;br /&gt;
{{!}} Sets the prim&#039;s shape.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:type_const}}, [[integer]]&amp;amp;nbsp;{{HoverText|flag|PRIM_TYPE_* flag}}&amp;amp;nbsp;]&amp;amp;nbsp;+ {{HoverLink|#PRIM_TYPE_flag_parameters|Additional parameters required by the flag|flag_parameters}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_MATERIAL|PRIM_MATERIAL]]&lt;br /&gt;
{{!}} 2&lt;br /&gt;
{{!}} Sets the prim&#039;s material.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:material_const}}, [[integer]]&amp;amp;nbsp;{{HoverText|flag|PRIM_MATERIAL_* flag}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_PHYSICS|PRIM_PHYSICS]]&lt;br /&gt;
{{!}} 3&lt;br /&gt;
{{!}} Sets the object&#039;s physics status.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:physics_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TEMP_ON_REZ|PRIM_TEMP_ON_REZ]]&lt;br /&gt;
{{!}} 4&lt;br /&gt;
{{!}} Sets the object&#039;s {{LSLGC|Temporary|temporary}} attribute.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:temponrez_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_PHANTOM|PRIM_PHANTOM]]&lt;br /&gt;
{{!}} 5&lt;br /&gt;
{{!}} Sets the object&#039;s phantom status.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:phantom_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_POSITION|PRIM_POSITION]]&lt;br /&gt;
{{!}} 6&lt;br /&gt;
{{!}} Sets the prim&#039;s position.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:position_const}}, [[vector]]&amp;amp;nbsp;{{LSL Param|position{{{1|}}}|position}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_ROTATION|PRIM_ROTATION]]&lt;br /&gt;
{{!}} 8&lt;br /&gt;
{{!}} Sets the prim&#039;s global rotation.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:rotation_const}}, [[rotation]]&amp;amp;nbsp;{{LSL Param|rot}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_ROT_LOCAL|PRIM_ROT_LOCAL]]&lt;br /&gt;
{{!}} 29&lt;br /&gt;
{{!}} Sets the prim&#039;s local rotation.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:rot_local_const}}, [[rotation]]&amp;amp;nbsp;{{LSL Param|rot}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_SIZE|PRIM_SIZE]]&lt;br /&gt;
{{!}} 7&lt;br /&gt;
{{!}} Sets the prim&#039;s size.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:size_const}}, [[vector]]&amp;amp;nbsp;{{LSL Param|size}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TEXTURE|PRIM_TEXTURE]]&lt;br /&gt;
{{!}} 17&lt;br /&gt;
{{!}} Sets the prim&#039;s texture attributes.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:texture_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[string]]&amp;amp;nbsp;{{LSL Param|texture}}, [[vector]]&amp;amp;nbsp;{{LSL Param|repeats}}, [[vector]]&amp;amp;nbsp;{{LSL Param|offsets}}, [[float]]&amp;amp;nbsp;{{LSL Param|rotation_in_radians}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TEXT|PRIM_TEXT]]&lt;br /&gt;
{{!}} 26&lt;br /&gt;
{{!}} Sets the prim&#039;s floating text.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:text_const}}, [[string]]&amp;amp;nbsp;{{LSL Param|text}}, [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|alpha}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_COLOR|PRIM_COLOR]]&lt;br /&gt;
{{!}} 18&lt;br /&gt;
{{!}} Sets the face&#039;s color.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:color_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|alpha}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_BUMP_SHINY|PRIM_BUMP_SHINY]]&lt;br /&gt;
{{!}} 19&lt;br /&gt;
{{!}} Sets the face&#039;s shiny &amp;amp; bump.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:bumpshiny_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[integer]]&amp;amp;nbsp;{{LSL Param|shiny}}, [[integer]]&amp;amp;nbsp;{{LSL Param|bump}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_POINT_LIGHT|PRIM_POINT_LIGHT]]&lt;br /&gt;
{{!}} 23&lt;br /&gt;
{{!}} Sets the prim as a point light.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:light_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}, [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|intensity}}, [[float]]&amp;amp;nbsp;{{LSL Param|radius}}, [[float]]&amp;amp;nbsp;{{LSL Param|falloff}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_FULLBRIGHT|PRIM_FULLBRIGHT]]&lt;br /&gt;
{{!}} 20&lt;br /&gt;
{{!}} Sets the face&#039;s full bright flag.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:fullbright_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_FLEXIBLE|PRIM_FLEXIBLE]]&lt;br /&gt;
{{!}} 21&lt;br /&gt;
{{!}} Sets the prim as flexible.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:flexible_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}, [[integer]]&amp;amp;nbsp;{{LSL Param|softness}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|gravity}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|friction}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|wind}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|tension}}, [[vector]]&amp;amp;nbsp;{{LSL Param|force}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TEXGEN|PRIM_TEXGEN]]&lt;br /&gt;
{{!}} 22&lt;br /&gt;
{{!}} Sets the face&#039;s texture mode.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:texgen_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[integer]]&amp;amp;nbsp;{{HoverText|type|PRIM_TEXGEN_* flag}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_GLOW|PRIM_GLOW]]&lt;br /&gt;
{{!}} 25&lt;br /&gt;
{{!}} Sets the face&#039;s glow attribute.&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{#var:glow_const}}, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}, [[float]]&amp;amp;nbsp;{{LSL Param|intensity}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_CAST_SHADOWS|PRIM_CAST_SHADOWS]]&lt;br /&gt;
{{!}} 24&lt;br /&gt;
{{!}} Sets the prim&#039;s cast shadow attribute. (&#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;)&lt;br /&gt;
{{!}} [&amp;amp;nbsp;{{LSL Const|PRIM_CAST_SHADOWS|integer|24}}, [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} [[#PRIM_TYPE_LEGACY|PRIM_TYPE_LEGACY]]&lt;br /&gt;
{{!}} 1&lt;br /&gt;
{{!}} Sets the prim&#039;s shape  (legacy mode, &#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;).&lt;br /&gt;
{{!}} [&amp;amp;nbsp;1, [[integer]]&amp;amp;nbsp;{{HoverText|flag|PRIM_TYPE_* flag}}&amp;amp;nbsp;]&amp;amp;nbsp;+ {{HoverLink|#PRIM_TYPE_LEGACY_flag_parameters|Additional parameters required by the flag|flag_parameters}}	&lt;br /&gt;
{{!}}} }}&lt;br /&gt;
{{{!}} {{Prettytable|style=margin: 0px 0px 10px 1pt;}} {{#switch:{{NAMESPACE}}|Template=|User=|{{LSLC|Light}}}}&lt;br /&gt;
{{!}}- {{Hl2}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; {{!}} Parameter&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; {{!}} {{GetSet|{{{1|}}}|Return&amp;amp;nbsp;Values|Additional&amp;amp;nbsp;Parameters}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; {{!}} Description&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_NAME|integer|27|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_NAME&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[string]]&amp;amp;nbsp;{{LSL Param|name}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Name: {{GetSet|{{{1|}}}|[[llGetObjectName]]|[[llSetObjectName]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_DESC|integer|28|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_DESC&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[string]]&amp;amp;nbsp;{{LSL Param|description}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Description: {{GetSet|{{{1|}}}|[[llGetObjectDesc]]|[[llSetObjectDesc]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE|integer|9|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s=rowspan=&amp;quot;21&amp;quot;|s1=id=&amp;quot;PRIM_TYPE&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{HoverText|flag|PRIM_TYPE_* flag}} ]&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} {{GetSet|{{{1|}}}|Gets|Sets}} the prim shape.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL Constants/PrimitiveParams/type|{{{1|}}}}}&lt;br /&gt;
{{!}}- style=&amp;quot;background-color: rgba(0, 0, 0, 0.1);&amp;quot; &lt;br /&gt;
{{!}} colspan=&amp;quot;10&amp;quot; {{!}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_MATERIAL|integer|2|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s=rowspan=&amp;quot;10&amp;quot;|s1=id=&amp;quot;PRIM_MATERIAL&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|material}}]&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} {{GetSet|{{{1|}}}|Gets|Sets}} the prim&#039;s material. The material determines the default [[llCollisionSound|collision sound]] &amp;amp; [[llCollisionSprite|sprite]].&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL Constants/PrimitiveParams/materials}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_PHYSICS|integer|3|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_PHYSICS&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Physics status {{GetSet|{{{1|}}}|[[llGetStatus]]|[[llSetStatus]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TEMP_ON_REZ|integer|4|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_TEMP_ON_REZ&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} {{LSLGC|Temporary}} attribute&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_PHANTOM|integer|5|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_PHANTOM&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Phantom status {{GetSet|{{{1|}}}|[[llGetStatus]]|[[llSetStatus]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_POSITION|integer|6|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_POSITION&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|position{{{1|}}}|position}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Position, {{GetSet|{{{1|}}}|[[llGetPos]]|[[llSetPos]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_ROTATION|integer|8|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_ROTATION&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[rotation]]&amp;amp;nbsp;{{LSL Param|rot}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Global rotation, {{GetSet|{{{1|}}}|[[llGetRot]]|[[llSetRot]] (broken for child prims)}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_ROT_LOCAL|integer|29|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_ROT_LOCAL&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[rotation]]&amp;amp;nbsp;{{LSL Param|rot}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Local rotation, {{GetSet|{{{1|}}}|[[llGetLocalRot]]|[[llSetLocalRot]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_SIZE|integer|7|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_SIZE&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|size}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Size, {{GetSet|{{{1|}}}|[[llGetScale]]|[[llSetScale]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TEXTURE|integer|17|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_TEXTURE&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[string]]&amp;amp;nbsp;{{LSL Param|texture}}, [[vector]]&amp;amp;nbsp;{{LSL Param|repeats}}, [[vector]]&amp;amp;nbsp;{{LSL Param|offsets}}, [[float]]&amp;amp;nbsp;{{LSL Param|rotation_in_radians}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{{!}} style=&amp;quot;background-color:#F9F9F9;&amp;quot;&lt;br /&gt;
{{!}}{{!}}{{LSLGC|Texture}}: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetTexture]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llSetTexture]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!!}}Repeats: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetTextureScale]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llScaleTexture]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!!}}Offset: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetTextureOffset]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llOffsetTexture]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!!}}Rotation: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetTextureRot]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llRotateTexture]]}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TEXT|integer|26|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_TEXT&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[string]]&amp;amp;nbsp;{{LSL Param|text}}, [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|alpha}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} Floating Text: {{GetSet|{{{1|}}}|NA|[[llSetText]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_COLOR|integer|18|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_COLOR&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|alpha}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{{!}} style=&amp;quot;background-color:#F9F9F9;&amp;quot;&lt;br /&gt;
{{!!}}{{LSLGC|Alpha}}: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetAlpha]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llSetAlpha]]}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!!}}{{LSLGC|Color}}: {{!}}{{!}} {{#ifeq:{{{1|get}}}|get|[[llGetColor]]}} {{!}}{{!}} {{#ifeq:{{{1|set}}}|set|[[llSetColor]]}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_BUMP_SHINY|integer|19|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s=rowspan=&amp;quot;25&amp;quot;|s1=id=&amp;quot;PRIM_BUMP_SHINY&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [&amp;amp;nbsp;[[integer]]&amp;amp;nbsp;{{LSL Param|shiny}}, [[integer]]&amp;amp;nbsp;{{LSL Param|bump}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL_Constants/PrimitiveParams/bumpshiny}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_FULLBRIGHT|integer|20|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_FULLBRIGHT&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_FLEXIBLE|integer|21|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_FLEXIBLE&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}, [[integer]]&amp;amp;nbsp;{{LSL Param|softness}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|gravity}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|friction}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|wind}}, [[float]]&amp;amp;nbsp;{{LSL Param|flex_float|tension}}, [[vector]]&amp;amp;nbsp;{{LSL Param|force}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TEXGEN|integer|22|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s=rowspan=&amp;quot;4&amp;quot;|s1=id=&amp;quot;PRIM_TEXGEN&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|tg_type|mode}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL Constants/PrimitiveParams/texgen}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_POINT_LIGHT|integer|23|b=[&amp;amp;nbsp;|e=&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_POINT_LIGHT&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}, [[vector]]&amp;amp;nbsp;{{LSL Param|color}}, [[float]]&amp;amp;nbsp;{{LSL Param|intensity}}, [[float]]&amp;amp;nbsp;{{LSL Param|radius}}, [[float]]&amp;amp;nbsp;{{LSL Param|falloff}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_GLOW|integer|25|b=[&amp;amp;nbsp;|e=, [[integer]]&amp;amp;nbsp;{{LSL Param|face}}&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_GLOW&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;5&amp;quot; {{!}} [ [[float]]&amp;amp;nbsp;{{LSL Param|intensity}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; {{!}} &lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_CAST_SHADOWS|integer|24|b=[&amp;amp;nbsp;&amp;lt;s&amp;gt;|e=&amp;lt;/s&amp;gt;&amp;amp;nbsp;]|s1=id=&amp;quot;PRIM_CAST_SHADOWS&amp;quot;}}&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{LSL Param|boolean}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} &#039;&#039;&#039;DEPRECATED&#039;&#039;&#039;: Shadow casting for the primitive&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#ifeq:{{{1|set}}}|set|&lt;br /&gt;
{{!}} rowspan=&amp;quot;8&amp;quot; id=&amp;quot;PRIM_TYPE_LEGACY&amp;quot;{{!}} [ 1 ]&amp;lt;br/&amp;gt;&amp;lt;s&amp;gt;{{LSL Const|PRIM_TYPE_LEGACY|integer|1|nolink=*}}&amp;lt;/s&amp;gt;&lt;br /&gt;
{{!}} rowspan=&amp;quot;8&amp;quot; {{!}} {{#var:value}}&lt;br /&gt;
{{!}} colspan=&amp;quot;8&amp;quot; {{!}} [ [[integer]]&amp;amp;nbsp;{{HoverText|flag|PRIM_TYPE_* flag}}, paramaters ]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; {{!}} {{HoverText|flag|PRIM_TYPE_* flag}} Constants&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; id=&amp;quot;PRIM_TYPE_LEGACY_flag_parameters&amp;quot;{{!}} Flag Parameters&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_BOX|integer|0}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[float]]&amp;amp;nbsp;{{LSL Param|twist_end}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_size}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_shear}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_CYLINDER|integer|1}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[float]]&amp;amp;nbsp;{{LSL Param|twist_end}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_size}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_shear}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_PRISM|integer|2}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[float]]&amp;amp;nbsp;{{LSL Param|twist_end}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_size}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_shear}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_SPHERE|integer|3}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[vector]]&amp;amp;nbsp;{{LSL Param|cut|dimple}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_TORUS|integer|4}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[float]]&amp;amp;nbsp;{{LSL Param|twist_end}}, [[float]]&amp;amp;nbsp;{{LSL Param|hole_size_y}}, [[vector]]&amp;amp;nbsp;{{LSL Param|top_shear}}, [[vector]]&amp;amp;nbsp;{{LSL Param|cut|advanced_cut}}&amp;amp;nbsp;]&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{LSL ConstTB|PRIM_TYPE_TUBE|integer|5}}&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; {{!}} [ [[vector]]&amp;amp;nbsp;{{LSL Param|cut}}, [[float]]&amp;amp;nbsp;{{LSL Param|hollow}}, [[float]]&amp;amp;nbsp;{{LSL Param|twist_end}}, [[float]]&amp;amp;nbsp;{{LSL Param|topshear_x}}&amp;amp;nbsp;]&lt;br /&gt;
}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{{#var:caveats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=PRIM_ROT_LOCAL&amp;diff=1071113</id>
		<title>PRIM ROT LOCAL</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=PRIM_ROT_LOCAL&amp;diff=1071113"/>
		<updated>2010-10-22T16:31:09Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Added value (29)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#if:&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:rot_local_const|{{LSL Const|PRIM_ROT_LOCAL|integer|29|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the prim&#039;s local rotation}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:p_rot_desc|Any valid rotation}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{#ifeq:{{{1|set}}}|set|{{Issues/SVC-93}}}}&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:caveats-get|{{#var:caveats-get}}&lt;br /&gt;
* &#039;&#039;&#039;{{LSL Param|rot}}&#039;&#039;&#039; is always the [[Viewer_coordinate_frames#global|global rotation]], even if the prim is a child or the root prim of an [[attachment]].&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#switch:{{{1|}}}&lt;br /&gt;
|get={{#vardefine:caveats|{{#var:caveats}}&lt;br /&gt;
{{#var:caveats-get}}}}&lt;br /&gt;
|set={{#vardefine:caveats|{{#var:caveats}}&lt;br /&gt;
{{#var:caveats-set}}}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;{{#if:&lt;br /&gt;
&lt;br /&gt;
}}{{LSL Constant&lt;br /&gt;
|name=PRIM_ROT_LOCAL&lt;br /&gt;
|type=integer&lt;br /&gt;
|value=29&lt;br /&gt;
|desc=PRIM_ROT_LOCAL is used to get or set the prim&#039;s local rotation.&lt;br /&gt;
|pa={{LSL Constant/List|i_front=[[llSetPrimitiveParams]]([&amp;amp;#32;{{#var:rot_local_const}},&amp;amp;#32;|i_end=&amp;amp;nbsp;]);&lt;br /&gt;
|text=When used with [[llSetPrimitiveParams]] &amp;amp; [[llSetLinkPrimitiveParams]]&lt;br /&gt;
{{LSL Generic/Caveats|caveats={{#var:caveats-set}}|title=*}}&lt;br /&gt;
|toc=llSetPrimitiveParams&lt;br /&gt;
|i1_type=rotation|i1_name=rot&lt;br /&gt;
}}&lt;br /&gt;
|pb={{LSL Constant/List|i_front=[[llGetPrimitiveParams]]([&amp;amp;nbsp;{{#var:rot_local_const}}|i_end=&amp;amp;nbsp;]);|&lt;br /&gt;
|r_front=Returns the list [&amp;amp;nbsp;|r_end=&amp;amp;nbsp;]&lt;br /&gt;
|text={{LSL Generic/Caveats|caveats={{#var:caveats-get}}|title=*}}&lt;br /&gt;
|toc=llGetPrimitiveParams&lt;br /&gt;
|r1_type=rotation|r1_name=rot&lt;br /&gt;
}}&lt;br /&gt;
|examples&lt;br /&gt;
|constants=&lt;br /&gt;
&amp;lt;!--{{LSL ConstRow|CHANGED_SHAPE}}--&amp;gt;&lt;br /&gt;
|functions=&lt;br /&gt;
{{LSL DefineRow||[[llGetPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetLinkPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llSetPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llSetLinkPrimitiveParams]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetRot]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llSetRot]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llSetLocalRot]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetLocalRot]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetRootRotation]]|}}&lt;br /&gt;
{{LSL DefineRow||[[llGetObjectDetails]]|}}&lt;br /&gt;
|events=&lt;br /&gt;
&amp;lt;!--{{LSL DefineRow||[[changed]]|}}--&amp;gt;&lt;br /&gt;
|location&lt;br /&gt;
|cat1=Prim&lt;br /&gt;
|cat2=Rotation&lt;br /&gt;
|cat3=Movement&lt;br /&gt;
|cat4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LlRotLookAt&amp;diff=1068612</id>
		<title>LlRotLookAt</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LlRotLookAt&amp;diff=1068612"/>
		<updated>2010-10-20T22:29:27Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: damping limit for physical objects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Issues/SVC-1903}}{{LSL Function/damping|damping}}{{LSL Function/strength|strength}}{{LSL_Function&lt;br /&gt;
|func_id=127|func_sleep=0.0|func_energy=10.0&lt;br /&gt;
|func=llRotLookAt&lt;br /&gt;
|p1_type=rotation|p1_name=target&lt;br /&gt;
|p2_type=float|p2_name=strength&lt;br /&gt;
|p3_type=float|p3_name=damping&lt;br /&gt;
|func_footnote=To change the position in the same manner use {{LSLG|llMoveToTarget}}.  For physical objects a range between .2 and 1 is good for both parameters. &lt;br /&gt;
|func_desc=Cause object to point its forward axis towards &#039;&#039;&#039;target&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Continues to face &#039;&#039;&#039;target&#039;&#039;&#039; untill stopped with {{LSLG|llStopLookAt}}.&lt;br /&gt;
|return_text&lt;br /&gt;
|spec&lt;br /&gt;
|caveats&lt;br /&gt;
|constants&lt;br /&gt;
|examples&lt;br /&gt;
|helpers&lt;br /&gt;
|also_functions=&lt;br /&gt;
{{LSL DefineRow||[[llLookAt]]}}&lt;br /&gt;
{{LSL DefineRow||[[llStopLookAt]]}}&lt;br /&gt;
|also_events&lt;br /&gt;
|also_tests&lt;br /&gt;
|also_articles&lt;br /&gt;
|notes=*For physical objects, &#039;&#039;&#039;damping&#039;&#039;&#039; seems to be limited at 1.0; setting it to greater value has the same effect as if it was 1. Tested 21 October 2010 on server version 10.10.18.212360.&lt;br /&gt;
|permission&lt;br /&gt;
|negative_index&lt;br /&gt;
|sort=RotLookAt&lt;br /&gt;
|cat1=Physics&lt;br /&gt;
|cat2=Target&lt;br /&gt;
|cat3=Rotation&lt;br /&gt;
|cat4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:LlDialog&amp;diff=1036732</id>
		<title>Talk:LlDialog</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:LlDialog&amp;diff=1036732"/>
		<updated>2010-09-16T12:25:10Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: /* Multiple dialogs tips */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Telling an end user that the max length of a button label is 24 bytes ... well, not overly helpful. But there is the problem of what what characters translate to how many bytes. Still, is there any way we can give examples of characters?&lt;br /&gt;
&lt;br /&gt;
[[User:Chaz Longstaff|Chaz Longstaff]] 05:18, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Can you use a function like this to find long strings? Then the user will not have to guess what button is bad Somebody check my work please, I am sleepy as always.&lt;br /&gt;
&amp;lt;lsl&amp;gt;integer GetStringBytes(string s) {&lt;br /&gt;
    list chopped = llParseString2List(llEscapeURL(&amp;quot;*&amp;quot; + s), [&amp;quot;%&amp;quot;], []);&lt;br /&gt;
    return llStringLength((string)chopped) - llGetListLength(chopped) - 1;&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
:--[[User:Cerise Sorbet|Cerise Sorbet]] 10:03, 27 November 2009 (UTC)&lt;br /&gt;
:: I was too sleepy. Maybe this time. --[[User:Cerise Sorbet|Cerise Sorbet]] 11:06, 27 November 2009 (UTC)&lt;br /&gt;
:: Maybe this one will be more nice to memory? --[[User:Cerise Sorbet|Cerise Sorbet]] 13:03, 27 November 2009 (UTC)&lt;br /&gt;
&amp;lt;lsl&amp;gt;integer GetStringBytes2(string s) {&lt;br /&gt;
    s = llEscapeURL(s);&lt;br /&gt;
    integer i = 0;&lt;br /&gt;
    integer j;&lt;br /&gt;
    for (j = llStringLength(s); j &amp;gt; -1; j--)&lt;br /&gt;
        i += (llGetSubString(s, j, j) == &amp;quot;%&amp;quot;);&lt;br /&gt;
    return llStringLength(s) - i - i;&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Strife, Chaz here. Most ordinary users in SL, and most user documentation in SL, refer to dialog boxes in SL as menus. While that may be as technically inaccurate as referring to a tomato as a vegetable, people don&#039;t look for tomatoes in between the apples and bananas at their green grocer (grin), and they are going to come here looking for info on menus, not dialogue boxes. I think we need to at least acknowledge the word menu, even if we do correct them about its usage right away. (I also dislike how people use the word less when they should be using fewer, but that is also just the way it is, sadly :} )[[User:Chaz Longstaff|Chaz Longstaff]] 18:17, 15 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Very good point. I&#039;ll also keep a lookout for improper uses of &amp;quot;less&amp;quot;. -- [[User:Strife Onizuka|Strife Onizuka]] 18:32, 15 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
The Wiki mentions that clicking on a button causes the value to be chatted on the specified channel, but doesn&#039;t clarify whether it&#039;s simply said(llSay) or shouted(llShout).  It does mention that errors will be shouted on the Debug Channel, but I think it&#039;s important to clarify this within the Wiki.&lt;br /&gt;
--{{User|Deimos Damone}}&lt;br /&gt;
&lt;br /&gt;
:I have reworded the applicable caveat to clarify the functionality. -- &#039;&#039;&#039;[[User:Strife_Onizuka|Strife]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 11:49, 15 October 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
It may be worth including some explicit explanation of the difference between bytes and unicode characters, especially since the inworld error messages somewhat ambiguously talk about characters, when in fact referring to bytes. -- [[User:Tali Rosca|Tali Rosca]] 10:45, 15 October 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Many functions use byte limits and not character limits. I think it would be better to make the word &amp;quot;byte&amp;quot; a link to a (new?) subsection of the [[string]] article where that can be better addressed. It would be inappropriate to duplicate this information on multiple articles, it would end up clogging the articles. That said, I&#039;ll try to find the best method for presenting this information; as you point out the current caveat is inadequate and more information is needed. -- &#039;&#039;&#039;[[User:Strife_Onizuka|Strife]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Strife_Onizuka|talk]]|[[Special:Contributions/Strife_Onizuka|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 11:49, 15 October 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I agree that the actual explanation shouldn&#039;t be here, but a link should be fairly prominent, since this is the most likely place people will run into the difference. [[User:Tali Rosca|Tali Rosca]] 12:03, 15 October 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple dialogs tips ==&lt;br /&gt;
&lt;br /&gt;
It may worth mention in tips.&lt;br /&gt;
&lt;br /&gt;
Sending multiple dialogs in a row to one avatar may be inappropriate. In old viewer it creates stack of messages in notification area, which complicates reading other things. In viewer version 2 (as of 16/Sep/2010) newer dialogs replace unanswered dialogs from the same object, so any information and chance to react is lost.&lt;br /&gt;
&lt;br /&gt;
If you need to present more than 12 options, add buttons for browsing option pages (see [[SimpleDialogMenuSystem]]).&lt;br /&gt;
&lt;br /&gt;
If dialogs are not requested by user, but rather are triggered by some events, you may want to either queue further events or discard them until the first dialog will be answered, or at least throttle them. In any case, if you are sending many dialogs, there should be an option to stop them. (Making user mute your object is bad because he may then forget to unmute it when he will want to interact with the object again).&lt;br /&gt;
&lt;br /&gt;
If you just need to report something that does not require an answer, consider using other means of communication. Though, you may still want to send one dialog to draw user&#039;s attention.&lt;br /&gt;
&lt;br /&gt;
[[User:Wicked Winslet|Wicked Winslet]] 12:25, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Freebie/ru&amp;diff=961332</id>
		<title>Freebie/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Freebie/ru&amp;diff=961332"/>
		<updated>2010-07-08T06:28:07Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Help/ru|Glossary=*}}Бесплатная (иногда — ценой в {{L$}}1) вещь, халява.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help/ru|Glossary=*}}Бесплатная (иногда — ценой в {{L$}}1) вещь, халява.&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Draw_Distance/ru&amp;diff=961322</id>
		<title>Draw Distance/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Draw_Distance/ru&amp;diff=961322"/>
		<updated>2010-07-08T06:12:31Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Help/ru|Glossary=*}} Дальность видимости — (максимальное) расстояние от Вашей точки зрения, на котором Вы...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help/ru|Glossary=*}}&lt;br /&gt;
Дальность видимости — (максимальное) расстояние от Вашей точки зрения, на котором Вы можете видеть объекты. Увеличение этого параметра может существенно замедлить отрисовку сцены в плотно застроенных местах, так что экспериментируйте, чтобы найти &lt;br /&gt;
правильный баланс.&lt;br /&gt;
&lt;br /&gt;
В клиенте версии 2 эта настройка доступна из меню:&lt;br /&gt;
&lt;br /&gt;
Me → Preferences → Graphics → Advanced → Draw distance&lt;br /&gt;
==См. также==&lt;br /&gt;
*[[Help:Preferences]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Drama/ru&amp;diff=961272</id>
		<title>Drama/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Drama/ru&amp;diff=961272"/>
		<updated>2010-07-08T05:04:13Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Help/ru|Glossary=*}} Драма — это когда чрезмерная эмоциональность или недовольство (злоба, зависть, обид...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help/ru|Glossary=*}}&lt;br /&gt;
Драма — это когда чрезмерная эмоциональность или недовольство (злоба, зависть, обида) отравляет отношения.&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LSL_Portal/ru&amp;diff=961182</id>
		<title>LSL Portal/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LSL_Portal/ru&amp;diff=961182"/>
		<updated>2010-07-08T04:09:38Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: /* Добро пожаловать в Second Life LSL портал! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LSL Header|ml=*}} __NOTOC__&lt;br /&gt;
== Добро пожаловать в Second Life LSL портал! ==&lt;br /&gt;
Это сообщество для предоставления точной документации по скриптовому языку {{LL|SL}}: {{HoverText|LSL|Linden Scripting Language}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Он предназначен как открытый документационный ресурс, чтобы помогать программистам всех уровней квалификации. Пожалуйста, не стесняйтесь редактировать и добавлять к документации. См. также [[How to choose a wiki|Как выбрать вики.]].&lt;br /&gt;
&lt;br /&gt;
Вы хотите научиться Linden Scripting Language (LSL)? Попробуйте один из [[LSL Tutorial|LSL тренинг]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Пожалуйста, не копируйте информацию из других источников, если  вы не уверены в вопросах авторского права. См. [[Talk:LSL Portal|Обсуждение: LSL портала]] для получения дополнительной информации.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 0px; border-spacing: 5px;&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-color: gray;&amp;quot;&lt;br /&gt;
|height=&amp;quot;1&amp;quot; width=&amp;quot;30%&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== LSL Portal==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[LSL Editing Primer|LSL Editing Primer]] - wiki editing how to&lt;br /&gt;
* [[LSL Portal Guidelines|Portal Guidelines]] - wiki editing should&#039;s&lt;br /&gt;
* [[LSL Portal To-do|Portal To-Do]] - wiki edits most needed where&lt;br /&gt;
* [[LSL Portal Translation Project|LSL Portal Translation Project]] - translation coordination&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|height=&amp;quot;1&amp;quot; width=&amp;quot;30%&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== LSL&amp;amp;nbsp;Language&amp;amp;nbsp;Reference ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:LSL Constants|Constants]]&lt;br /&gt;
* [[:Category:LSL Events|Events]]&lt;br /&gt;
* {{LSLGC|Flow Control}}&lt;br /&gt;
*:[[for]], [[if]], [[while]], [[do-while]], [[jump]], [[return]], [[state]]&lt;br /&gt;
* [[:Category:LSL Functions|Functions]]&lt;br /&gt;
*:&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;{{NoWrap|1=[{{fullurl:Category:LSL_Functions|from=}} (page 1: A..L)]}}, {{NoWrap|1=[{{fullurl:Category:LSL_Functions|from=L}} (page 2: L..V)]}}, {{NoWrap|1=[{{fullurl:Category:LSL_Functions|from=V}} (page 3: V..Z)]}}&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[User-defined_functions]]&lt;br /&gt;
* [[LSL Operators|Operators]]&lt;br /&gt;
* [[state|States]]&lt;br /&gt;
* [[:Category:LSL Types|Types]]&lt;br /&gt;
*:[[integer]], [[float]], [[string]], [[key]], [[list]], [[vector]], [[rotation]]&lt;br /&gt;
* [[LSL Variables|Variables]]&lt;br /&gt;
&lt;br /&gt;
* [[LSL Errors|Errors]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|height=&amp;quot;1&amp;quot; width=&amp;quot;25%&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== {{LSLGC||LSL Categories}} ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
* [[:Category:LSL Alpha|Alpha]]&lt;br /&gt;
* [[:Category:LSL Animation|Animation]]&lt;br /&gt;
* [[:Category:LSL Attachment|Attachments]]&lt;br /&gt;
* [[:Category:LSL Avatar|Avatar]]&lt;br /&gt;
* [[:Category:LSL Camera|Camera]]&lt;br /&gt;
* [[:Category:LSL Collision|Collision]]&lt;br /&gt;
* [[:Category:LSL Color|Color]]&lt;br /&gt;
* [[:Category:LSL Controls|Controls]]&lt;br /&gt;
* [[:Category:LSL Communications|Communications]]&lt;br /&gt;
* [[:Category:LSL Dataserver|Dataserver]]&lt;br /&gt;
* [[:Category:LSL Face|Face]]&lt;br /&gt;
* [[:Category:LSL Group|Group]]&lt;br /&gt;
* [[:Category:LSL Inventory|Inventory]]&lt;br /&gt;
* [[:Category:LSL Light|Light]]&lt;br /&gt;
* [[:Category:LSL Link|Link]]&lt;br /&gt;
* [[:Category:LSL_List|Lists]]&lt;br /&gt;
* [[:Category:LSL Math|Math]]&lt;br /&gt;
* [[:Category:LSL Needs Example|Needs Example]]&lt;br /&gt;
* [[:Category:LSL Permissions|Permissions]]&lt;br /&gt;
* [[:Category:LSL Physics|Physics]]&lt;br /&gt;
* [[:Category:LSL Prim|Primitive]]&lt;br /&gt;
* [[:Category:LSL Rotation|Rotation]]&lt;br /&gt;
* [[:Category:LSL_Script|Scripts]]&lt;br /&gt;
* [[:Category:LSL Sensor|Sensor]]&lt;br /&gt;
* [[:Category:LSL Sound|Sound]]&lt;br /&gt;
* {{LSLGC|Text}}&lt;br /&gt;
** {{LSLGC|Chat}}&lt;br /&gt;
** {{LSLGC|Notecard}}&lt;br /&gt;
** {{LSLGC|String}}&lt;br /&gt;
* [[:Category:LSL Texture|Texture]]&lt;br /&gt;
* [[:Category:LSL Teleport|Teleport]]&lt;br /&gt;
* [[:Category:LSL Time|Time]]&lt;br /&gt;
* [[:Category:LSL Video|Video]]&lt;br /&gt;
* [[:Category:LSL Vehicle|Vehicle]]&lt;br /&gt;
* [[:Category:LSL World|World]]&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
* {{LSLGC|Avatar}}&lt;br /&gt;
** {{LSLGC|Animation}}&lt;br /&gt;
** {{LSLGC|Attachment}}&lt;br /&gt;
** {{LSLGC|Camera}}&lt;br /&gt;
** {{LSLGC|Controls}}&lt;br /&gt;
** {{LSLGC|Sit}}&lt;br /&gt;
* {{LSLGC|Communications}}&lt;br /&gt;
** {{LSLGC|Chat}}&lt;br /&gt;
** {{LSLGC|HTTP}}&lt;br /&gt;
** {{LSLGC|XML-RPC}}&lt;br /&gt;
* [[:Category:LSL Detected|Detection]]&lt;br /&gt;
** {{LSLGC|Collision}}&lt;br /&gt;
** {{LSLGC|Touch}}&lt;br /&gt;
** {{LSLGC|Sensor}}&lt;br /&gt;
* {{LSLGC|Functions}}&lt;br /&gt;
** {{LSLGC|God Mode}}&lt;br /&gt;
* {{LSLGC|Inventory}}&lt;br /&gt;
** {{LSLGC|Creator}}&lt;br /&gt;
** {{LSLGC|Notecard}}&lt;br /&gt;
** {{LSLGC|Owner}}&lt;br /&gt;
* {{LSLGC|Media}}&lt;br /&gt;
** {{LSLGC|Sound}}&lt;br /&gt;
** {{LSLGC|Video}}&lt;br /&gt;
* {{LSLGC|Movement}}&lt;br /&gt;
** {{LSLGC|Physics}}&lt;br /&gt;
*** {{LSLGC|Damping}}&lt;br /&gt;
*** {{LSLGC|Hover}}&lt;br /&gt;
** {{LSLGC|Rotation}}&lt;br /&gt;
* {{LSLGC|Object}}&lt;br /&gt;
** {{LSLGC|Link}}&lt;br /&gt;
** {{LSLGC|Vehicle}}&lt;br /&gt;
* {{LSLGC|Permissions}}&lt;br /&gt;
** [[:Category:LSL Permissions/Asset|Asset]]&lt;br /&gt;
** [[:Category:LSL Permissions/Script|Script]]&lt;br /&gt;
* {{LSLGC|Prim|Primitive}}&lt;br /&gt;
** {{LSLGC|Effects}}&lt;br /&gt;
*** {{LSLGC|Particles}}&lt;br /&gt;
*** {{LSLGC|Light}}&lt;br /&gt;
** {{LSLGC|Face}}&lt;br /&gt;
*** {{LSLGC|Alpha}}&lt;br /&gt;
*** {{LSLGC|Color}}&lt;br /&gt;
*** {{LSLGC|Texture}}&lt;br /&gt;
* {{LSLGC|Region}}&lt;br /&gt;
** {{LSLGC|Ground}}&lt;br /&gt;
** {{LSLGC|Parcel}}&lt;br /&gt;
** {{LSLGC|Security}}&lt;br /&gt;
** {{LSLGC|Time}}&lt;br /&gt;
* {{LSLGC|Script}}&lt;br /&gt;
** {{LSLGC|Error}}&lt;br /&gt;
*** [[:Category:LSL Error/Math|Math Errors]]&lt;br /&gt;
** {{LSLGC|Keywords}}&lt;br /&gt;
** {{LSLGC|Math}}&lt;br /&gt;
** {{LSLGC|Types}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-color: gray;&amp;quot;&lt;br /&gt;
|height=&amp;quot;1&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Developer Resources ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[LSL Tutorial|Tutorials]]&lt;br /&gt;
* [[:Category:LSL Teachers|LSL Teachers]]&lt;br /&gt;
* [[:Category:LSL Mentors|LSL Mentors]]&lt;br /&gt;
* [[:Category:LSL Examples|LSL Examples]]&lt;br /&gt;
* [[:Category:LSL Library|Script Library]]&lt;br /&gt;
* [[LSL Protocol|Protocol Exchange]]&lt;br /&gt;
* [[LSL Useful Function WishList|Useful Function WishList]]&lt;br /&gt;
* [[LSL Style Guide]]&lt;br /&gt;
* [[LSL Script Efficiency]]&lt;br /&gt;
* [[LSL Script Memory]]&lt;br /&gt;
* [[LSL Write Once Debug Everywhere]]&lt;br /&gt;
* [[LSL_Alternate_Editors | Off-world editors/environments]]&lt;br /&gt;
* [[LSL Test Harness | Inworld test harness]]&lt;br /&gt;
* [[LSL Benchmarking Scripts | Benchmarking scripts]]&lt;br /&gt;
* [[LSL Hacks | LSL Script Hacks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-color: gray;&amp;quot;&lt;br /&gt;
|height=&amp;quot;1&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{LSL News}}&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-color: gray;&amp;quot;&lt;br /&gt;
|height=&amp;quot;1&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
{{LSL Bugs}}&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-color: gray;&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Other LSL Wikis ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.lslwiki.net/lslwiki/ lslWiki.net] (the original lslwiki)&lt;br /&gt;
* [http://rpgstats.com/wiki/ RPGStats lslWiki] (Mediawiki Mirror, based from Osgeld Barmys 6/06 mirror, but updated, ... includes Japanese translations)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Snapshot Mirrors ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.cheesefactory.us/slwm Second Life Wiki Mirror 10-10-08] (by Osgeld Barmy, downloadable)&lt;br /&gt;
* [http://www.cheesefactory.us/lslwm LSL Wiki Mirror 07-07-2007] (by Osgeld Barmy, downloadable)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:LSL|*]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961112</id>
		<title>Account/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961112"/>
		<updated>2010-07-08T04:03:56Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Changed header template to Russian version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help/ru|Glossary=*|Misc=*}}&lt;br /&gt;
== Базовая учётная запись ==&lt;br /&gt;
Базовая учётная запись бесплатна. Владельцы базовых учётных записей могут получать базовую поддержку и могут арендовать землю в частных [[estates|владениях]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;.&lt;br /&gt;
== Учётная запись premium ==&lt;br /&gt;
Позволяет [[Resident|жителю]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt; покупать землю на [[mainland|материке]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;, получать ежемесячное пособие и даёт доступ к расширенной поддержке.&lt;br /&gt;
Можете также прочитать [http://secondlife.com/whatis/plans.php эту страницу], если хотите больше информации о членстве и взносах.&lt;br /&gt;
== Альтернативные учётные записи ==&lt;br /&gt;
Альтернативная учётная запись (или сокращённо &amp;quot;альт&amp;quot;) — это учётная запись, используемая жителем для чего-либо отличного от его обычной деятельности или чтобы делать что-либо в уединении (например, строить или писать скрипты).&lt;br /&gt;
*[[Linden_Lab_Official:Alt_Account_FAQ|Alt Account FAQ]] в [[Knowledge Base|базе знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
== Аннулирование учётной записи ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;:&lt;br /&gt;
**[[Linden_Lab_Official:How to Cancel an Account|Как аннулировать учётную запись]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[Linden_Lab_Official:How long can my Second Life account remain inactive before it&#039;s deleted|Как долго моя учётная запись может оставаться неиспользуемой, прежде чем она будет удалена?]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[Linden_Lab_Official:I just canceled my account and I&#039;m still being charged!|Я только что аннулировал мою учётную запись и с меня всё ещё взимаются деньги!]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[My account was cancelled and I&#039;d like to reactivate it.  What should I do|Моя учётная запись была аннулирована и я хочу возобновить её. Что я должен для этого сделать?]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
== См. также ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;:&lt;br /&gt;
**[[Linden_Lab_Official:What are the different levels of account membership|What are the different levels of account membership?]]&lt;br /&gt;
**[[Linden_Lab_Official:Safeguarding your account and protecting your password|Safeguarding your account and protecting your password]]&lt;br /&gt;
**[[Linden_Lab_Official:Sharing Second Life Accounts|Sharing Second Life Accounts]]&lt;br /&gt;
**[[Linden_Lab_Official:Tickets for Basic and Guest Accounts|Tickets for Basic and Guest Accounts]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961082</id>
		<title>Account/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961082"/>
		<updated>2010-07-08T03:55:19Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Marked internal links to English pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*|Misc=*}}&lt;br /&gt;
== Базовая учётная запись ==&lt;br /&gt;
Базовая учётная запись бесплатна. Владельцы базовых учётных записей могут получать базовую поддержку и могут арендовать землю в частных [[estates|владениях]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;.&lt;br /&gt;
== Учётная запись premium ==&lt;br /&gt;
Позволяет [[Resident|жителю]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt; покупать землю на [[mainland|материке]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;, получать ежемесячное пособие и даёт доступ к расширенной поддержке.&lt;br /&gt;
Можете также прочитать [http://secondlife.com/whatis/plans.php эту страницу], если хотите больше информации о членстве и взносах.&lt;br /&gt;
== Альтернативные учётные записи ==&lt;br /&gt;
Альтернативная учётная запись (или сокращённо &amp;quot;альт&amp;quot;) — это учётная запись, используемая жителем для чего-либо отличного от его обычной деятельности или чтобы делать что-либо в уединении (например, строить или писать скрипты).&lt;br /&gt;
*[[Linden_Lab_Official:Alt_Account_FAQ|Alt Account FAQ]] в [[Knowledge Base|базе знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
== Аннулирование учётной записи ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;:&lt;br /&gt;
**[[Linden_Lab_Official:How to Cancel an Account|Как аннулировать учётную запись]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[Linden_Lab_Official:How long can my Second Life account remain inactive before it&#039;s deleted|Как долго моя учётная запись может оставаться неиспользуемой, прежде чем она будет удалена?]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[Linden_Lab_Official:I just canceled my account and I&#039;m still being charged!|Я только что аннулировал мою учётную запись и с меня всё ещё взимаются деньги!]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
**[[My account was cancelled and I&#039;d like to reactivate it.  What should I do|Моя учётная запись была аннулирована и я хочу возобновить её. Что я должен для этого сделать?]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
== См. также ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;:&lt;br /&gt;
**[[Linden_Lab_Official:What are the different levels of account membership|What are the different levels of account membership?]]&lt;br /&gt;
**[[Linden_Lab_Official:Safeguarding your account and protecting your password|Safeguarding your account and protecting your password]]&lt;br /&gt;
**[[Linden_Lab_Official:Sharing Second Life Accounts|Sharing Second Life Accounts]]&lt;br /&gt;
**[[Linden_Lab_Official:Tickets for Basic and Guest Accounts|Tickets for Basic and Guest Accounts]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961042</id>
		<title>Account/ru</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Account/ru&amp;diff=961042"/>
		<updated>2010-07-08T03:39:12Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: Created page with &amp;#039;{{Help|Glossary=*|Misc=*}} == Базовая учётная запись == Базовая учётная запись бесплатна. Владельцы базовых уч...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*|Misc=*}}&lt;br /&gt;
== Базовая учётная запись ==&lt;br /&gt;
Базовая учётная запись бесплатна. Владельцы базовых учётных записей могут получать базовую поддержку и могут арендовать землю в частных [[estates|владениях]].&lt;br /&gt;
== Учётная запись premium ==&lt;br /&gt;
Позволяет [[Resident|жителю]] покупать землю на [[mainland|материке]], получать ежемесячное пособие и даёт доступ к расширенной поддержке.&lt;br /&gt;
Можете также прочитать [http://secondlife.com/whatis/plans.php эту страницу], если хотите больше информации о членстве и взносах.&lt;br /&gt;
== Альтернативные учётные записи ==&lt;br /&gt;
Альтернативная учётная запись (или сокращённо &amp;quot;альт&amp;quot;) — это учётная запись, используемая жителем для чего-либо отличного от его обычной деятельности или чтобы делать что-либо в уединении (например, строить или писать скрипты).&lt;br /&gt;
*[[Linden_Lab_Official:Alt_Account_FAQ|Alt Account FAQ]] в [[Knowledge Base|базе знаний]]&lt;br /&gt;
== Аннулирование учётной записи ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]:&lt;br /&gt;
**[[Linden_Lab_Official:How to Cancel an Account|Как аннулировать учётную запись]]&lt;br /&gt;
**[[Linden_Lab_Official:How long can my Second Life account remain inactive before it&#039;s deleted|Как долго моя учётная запись может оставаться неиспользуемой, прежде чем она будет удалена?]]&lt;br /&gt;
**[[Linden_Lab_Official:I just canceled my account and I&#039;m still being charged!|Я только что аннулировал мою учётную запись и с меня всё ещё взимаются деньги!]]&lt;br /&gt;
**[[My account was cancelled and I&#039;d like to reactivate it.  What should I do|Моя учётная запись была аннулирована и я хочу возобновить её. Что я должен для этого сделать?]]&lt;br /&gt;
== См. также ==&lt;br /&gt;
*Статьи [[Knowledge Base|базы знаний]]:&lt;br /&gt;
**[[Linden_Lab_Official:What are the different levels of account membership|What are the different levels of account membership?]]&lt;br /&gt;
**[[Linden_Lab_Official:Safeguarding your account and protecting your password|Safeguarding your account and protecting your password]]&lt;br /&gt;
**[[Linden_Lab_Official:Sharing Second Life Accounts|Sharing Second Life Accounts]]&lt;br /&gt;
**[[Linden_Lab_Official:Tickets for Basic and Guest Accounts|Tickets for Basic and Guest Accounts]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Cost&amp;diff=342582</id>
		<title>Avatar Rendering Cost</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Cost&amp;diff=342582"/>
		<updated>2009-05-02T19:52:19Z</updated>

		<summary type="html">&lt;p&gt;Wicked Winslet: &amp;quot;primatives&amp;quot; → &amp;quot;primitives&amp;quot;, to be more consistent.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*|Glossary=*|Avatar=*}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avatar Rendering Cost&#039;&#039;&#039; (ARC) shows a point score above each [[avatar]]&#039;s head which indicates how &amp;quot;laggy&amp;quot; they are on the viewer-side.  ARC is found in [[Advanced Menu]] &amp;gt; Rendering &amp;gt; Info Displays &amp;gt; Avatar Rendering Cost.  The score is a factor of the size and number of [[texture]]s used, and the number and type of primitives used.  Avatars with large textures, lots of [[flexi-prim]] parts and high prim count objects, and/or invisible parts will score higher than one that uses fewer/smaller textures, using a few [[sculpty|sculpties]] instead of many basic primitives, etc.&lt;br /&gt;
&lt;br /&gt;
The score are color coded.  The center of the Yellow band is about a score of 1,000.  The numbers turn fully red at 2,000.  It&#039;s generally best to be considerate of others when putting together your avatar, and to do what you can to stay under a score of 2,000, especially in crowded areas.  Under 1,000 is even better.  These are only guidelines, but be aware that the higher your score is, the more lag you generate for other [[Resident]]s, particularly those with older machines.&lt;br /&gt;
&lt;br /&gt;
ARC is somewhat controversial - there are people who have made a game of creating high ARC avatars that don&#039;t produce much lag. However, if you keep in mind that it&#039;s an estimate, it can be a useful tool.&lt;br /&gt;
&lt;br /&gt;
==Lowering your rendering cost==&lt;br /&gt;
&lt;br /&gt;
Most people can make an avatar which looks similar to their normal avatar, but has a lower ARC. It can be a good idea to keep a low-ARC avatar to take to high-lag or popular events, or to wear to classes that are likely to generate lag (such as building or scripting classes).&lt;br /&gt;
&lt;br /&gt;
# Start by bringing the ARC up: [[Advanced Menu]] &amp;gt; Rendering &amp;gt; Info Displays &amp;gt; Avatar Rendering Cost&lt;br /&gt;
# Make a note of all the attachments you wear on your regular avatar.&lt;br /&gt;
# Detach everything. (Right click on yourself, select Detach, then select Detach All.)&lt;br /&gt;
# Gradually attach each item, making a note of which items increase your ARC most.&lt;br /&gt;
# If you&#039;re a competent builder yourself, look at &amp;quot;How ARC is calculated&amp;quot; and remove unnecessary particles, flexi, bumpmapping, texture animation and prims from copy/modify high-ARC objects.&amp;lt;br&amp;gt;Some hairstyles, for instance, have more than one style within the same object, with the second style being invisible. You can reduce the ARC of that hair just by making a version without the second style - and look exactly the same.&lt;br /&gt;
# Otherwise, you can look for low ARC objects that have a similar look to the high ARC version. Use demos to figure out the ARC of an object before purchase.&lt;br /&gt;
&lt;br /&gt;
==What to do if someone with high rendering cost is causing you lag==&lt;br /&gt;
&lt;br /&gt;
If you have [[avatar impostors]] enabled, [[mute]] them.  They will be replaced by an imposter, with the effective rendering cost of 1.  Their original rendering cost will still be displayed.  This is particularly useful on machines that get poor framerates, you can mute high cost avatars to help increase your framerate in crowded areas.&lt;br /&gt;
&lt;br /&gt;
==Video Introduction==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;TG_o0mpyk0c&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How ARC is calculated ==&lt;br /&gt;
&lt;br /&gt;
* An avatar with no attachments has a score of 1.&lt;br /&gt;
: You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.&lt;br /&gt;
&lt;br /&gt;
* 10 points for each prim.&lt;br /&gt;
: This is a base cost for the prim, other points add to this cost.&lt;br /&gt;
&lt;br /&gt;
* 5 points for each unique texture (on prims).&lt;br /&gt;
: Coloured but untextured prims don&#039;t add ARC for textures.&lt;br /&gt;
: Textures used to make clothing, hair, shoes, etc don&#039;t add ARC.&lt;br /&gt;
: Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the &#039;ends&#039;, and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)&lt;br /&gt;
&lt;br /&gt;
* 1 point for each invisiprim.&lt;br /&gt;
: This isn&#039;t transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it&#039;s also often used for furry or tiny avatars.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each prim with glow.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each prim with shininess.&lt;br /&gt;
&lt;br /&gt;
* 1 point for each face of every prim that&#039;s planar-mapped.&lt;br /&gt;
: [[Video Tutorial/Planar texture mapping]]&lt;br /&gt;
&lt;br /&gt;
* 1 point per metre, per axis, for each prim.&lt;br /&gt;
: This most often affects skirts, capes, long hair, large wings and long tails.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim with bump mapping.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim face with transparency.&lt;br /&gt;
: Note that this is per face, not per prim.&lt;br /&gt;
: This includes partial transparency, like &#039;endy&#039; hair.&lt;br /&gt;
: It also includes prims which don&#039;t seem to have invisibility, but do - if it shows up as red when you turn &#039;highlight transparent&#039; on (under the view menu), it counts.&lt;br /&gt;
&lt;br /&gt;
* 4 points for each prim face with an animated texture.&lt;br /&gt;
: Note that this is per face, not per prim.&lt;br /&gt;
&lt;br /&gt;
* 8 points for each prim that&#039;s flexible.&lt;br /&gt;
&lt;br /&gt;
* 16 points for each prim that emits particles.&lt;br /&gt;
: The most common use of particle emitters is bling.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/ Original Linden Labs announcement]&lt;br /&gt;
* [[Lag]]&lt;br /&gt;
* {{slkb|5470|What is Avatar Rendering Cost?}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced menu]]&lt;/div&gt;</summary>
		<author><name>Wicked Winslet</name></author>
	</entry>
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