Difference between revisions of "ACTIVE"

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{{Multi-lang}}
{{LSL Constant
{{LSL Constant
|name=ACTIVE
|name=ACTIVE

Revision as of 08:13, 6 December 2008

Description

Constant: integer ACTIVE = 0x2;

The integer constant ACTIVE has the value 0x2

This is used by sensors to find objects that are moving or objects that contain active scripts.

Active is intended to mean any object for which the simulator is having to spend CPU time on be it on an embedded script or the object's physical representation.

Caveats


Related Articles

Constants

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.
DAMAGEABLE 0x20 Objects & agents that are able to process damage. Filter for objects in world that have a script with on_damage or a final_damage event (able to process damage)
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)

Functions

•  llDetectedType
•  llSensor
•  llSensorRepeat

Deep Notes

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Signature

integer ACTIVE = 0x2;