Difference between revisions of "LSL Constants/llRezObjectWithParams"

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m (Updated REZ_PARAM_STRING to specify start string is assigned to the root prim of the rezzed object.)
 
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!description
!description
|-
|-
| REZ_PARAM
| {{LSL Const|REZ_PARAM|integer|0|c=Start parameter passed into the rezzed object's [[on_rez]](integer) event.}}
| 0
| {{#var:value}}
| integer param
| integer param
| Start parameter passed into the rezzed object's [[on_rez]](integer) event.
| {{#var:comment}}
|-
|-
| REZ_FLAGS
| {{LSL Const|REZ_FLAGS|integer|1|c=Flags applied to rezzed object when it is created in the world.}}
| 1
| {{#var:value}}
| integer flags
| integer flags
| Flags applied to rezzed object when it is created in the world.
| Flags applied to rezzed object when it is created in the world.
{{:LSL Constants/llRezObjectWithParams_Flags}}
|-  
|-  
| REZ_POS
| {{LSL Const|REZ_POS|integer|2|c=Position to rez the new object in the world. If relative is FALSE the position is in region coordinates. If relative is TRUE, the position will be relative to the rezzing object.
| 2
If at_root is FALSE, the [[llGetGeometricCenter|center]] of the object will be at the position specified by pos([[llRezObject]]). Set at_root to TRUE to set the position of the root prim([[llRezAtRoot]]).}}
| {{#var:value}}
| vector pos, integer relative, integer at_root
| vector pos, integer relative, integer at_root
| Position to rez the new object in the world. If relative is FALSE the position is in region coordinates. If relative is TRUE, the position will be relative to the rezzing object.
| {{#var:comment}}
If at_root is FALSE, the [[llGetGeometricCenter|center]] of the object will be at the position specified by pos([[llRezObject]]). Set at_root to TRUE to set the position of the root prim([[llRezAtRoot]]).
|-
|-
| REZ_ROT
| {{LSL Const|REZ_ROT|integer|3|c=The initial rotation to apply to the object. If relative is TRUE, the rotation is relative to the rezzing object, otherwise it is absolute.}}
| 3
| {{#var:value}}
| rotation rot, integer relative
| rotation rot, integer relative
| The initial rotation to apply to the object. If relative is TRUE, the rotation is relative to the rezzing object, otherwise it is absolute.
| {{#var:comment}}
|-
|-
| REZ_VEL
| {{LSL Const|REZ_VEL|integer|4|c=The initial velocity to apply to the object. If local is TRUE the velocity is in the local object coordinate frame, otherwise it is in world coordinates.
| 4
If inherit is TRUE the object also inherits it's rezzer's velocity.}}
| {{#var:value}}
| vector velocity, integer local, integer inherit
| vector velocity, integer local, integer inherit
| The initial velocity to apply to the object. If local is TRUE the velocity is in the local object coordinate frame, otherwise it is in world coordinates.
| {{#var:comment}}
If inherit is TRUE the object also inherits it's rezzer's velocity.
|-
|-
| REZ_ACCEL
| {{LSL Const|REZ_ACCEL|integer|5|c=A constant force to apply to the object. If local is TRUE, the force vector is in local coordinates.}}
| 5
| {{#var:value}}
| vector force, integer local
| vector force, integer local
| A constant force to apply to the object. If local is TRUE, the force vector is in local coordinates.
| {{#var:comment}}
|-
|-
| REZ_OMEGA
| {{LSL Const|REZ_OMEGA|integer|7|c=Spin the object around the specified axis. If local is TRUE that axis is in local coordinates, otherwise they are global.}}
| 7
| {{#var:value}}
| vector axis, integer local, float spin, float gain
| vector axis, integer local, float spin, float gain
| Spin the object around the specified axis. If local is TRUE that axis is in local coordinates, otherwise they are global.
| {{#var:comment}}
|-
|-
| REZ_DAMAGE
| {{LSL Const|REZ_DAMAGE|integer|8|c=The amount of damage applied to an agent upon collision with this object.}}
| 8
| {{#var:value}}
| float damage
| float damage
| The amount of damage applied to an agent upon collision with this object.
| {{#var:comment}}
|-
|-
| REZ_SOUND
| {{LSL Const|REZ_SOUND|integer|9|c=A sound to attach to this object. It will be played at the specified volume.
| 9
If loop is TRUE the sound will loop continuously for the life of the object.
The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.}}
| {{#var:value}}
| string sound, float volume, integer loop
| string sound, float volume, integer loop
| A sound to attach to this object. It will be played at the specified volume.
| {{#var:comment}}
If loop is TRUE the sound will loop continuously for the life of the object.
The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.
|-
|-
| REZ_SOUND_COLLIDE
| {{LSL Const|REZ_SOUND_COLLIDE|integer|10|c=A sound to play upon collision with another object, the ground or an avatar.
| 10
The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.}}
| {{#var:value}}
| string sound, float volume
| string sound, float volume
| A sound to play upon collision with another object, the ground or an avatar.
| {{#var:comment}}
The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.
|-
|-
| REZ_LOCK_AXES
| {{LSL Const|REZ_LOCK_AXES|integer|11|c=Prevent the object from spinning on certain axes. Setting the vector's coordinate to non-zero will prevent the object from spinning on that axis.
| 11
 
For instance <pre>REZ_LOCK_AXES, <1.0, 1.0, 0.0></pre> will allow the object to only rotate around its Z-axis.}}
| {{#var:value}}
| vector locks
| vector locks
| Prevent the object from spinning on certain axes. Setting the vector's coordinate to non-zero will prevent the object from spinning on that axis.
| {{#var:comment}}
 
|-
| {{LSL Const|REZ_DAMAGE_TYPE|integer|12|c=The damage type to apply when this prim collides with another object. Can match one of the [[:Category:LSL_Combat2#Damage_Types|DAMAGE_TYPE_*]] constants, be a custom damage type or repurpose the damage field.}}
| {{#var:value}}
| integer damage_type
| {{#var:comment}}
|-
| {{LSL Const|REZ_PARAM_STRING|integer|13|c=Pass an initialization string to the root prim of the newly rezzed object that may be read with [[llGetStartString]] from within the rezzed object.


For instance <pre>REZ_LOCK_AXES, <1.0, 1.0, 0.0></pre> will allow the object to only rotate around its Z-axis.
Maximum string length is 1024 bytes.}}
| {{#var:value}}
| string start_param
| {{#var:comment}}
|}
|}

Latest revision as of 12:41, 8 October 2024

Parameters

parameter integer value values to set description
REZ_PARAM 0 integer param Start parameter passed into the rezzed object's on_rez(integer) event.
REZ_FLAGS 1 integer flags Flags applied to rezzed object when it is created in the world.

Flags

parameter integer value description
REZ_FLAG_TEMP 0x0001 Object is rezzed as temporary.
REZ_FLAG_PHYSICAL 0x0002 Object is rezzed as physical.
REZ_FLAG_PHANTOM 0x0004 Object is rezzed as phantom
REZ_FLAG_DIE_ON_COLLIDE 0x0008 The object will die after its first collision.
REZ_FLAG_DIE_ON_NOENTRY 0x0010 Object will die if it attempts to enter a parcel that it can't.
REZ_FLAG_NO_COLLIDE_OWNER 0x0020 Object will not trigger a collision event if colliding with its owner.
REZ_FLAG_NO_COLLIDE_FAMILY 0x0040 Object will not trigger collision events when colliding with other object rezzed by the same rezzer.
REZ_FLAG_BLOCK_GRAB_OBJECT 0x0080 Grabbing is disabled for this object.

† Disabling collisions only disables collision events and damage. The object will still cause a physics collision and may push the objects.

REZ_POS 2 vector pos, integer relative, integer at_root Position to rez the new object in the world. If relative is FALSE the position is in region coordinates. If relative is TRUE, the position will be relative to the rezzing object.

If at_root is FALSE, the center of the object will be at the position specified by pos(llRezObject). Set at_root to TRUE to set the position of the root prim(llRezAtRoot).

REZ_ROT 3 rotation rot, integer relative The initial rotation to apply to the object. If relative is TRUE, the rotation is relative to the rezzing object, otherwise it is absolute.
REZ_VEL 4 vector velocity, integer local, integer inherit The initial velocity to apply to the object. If local is TRUE the velocity is in the local object coordinate frame, otherwise it is in world coordinates.

If inherit is TRUE the object also inherits it's rezzer's velocity.

REZ_ACCEL 5 vector force, integer local A constant force to apply to the object. If local is TRUE, the force vector is in local coordinates.
REZ_OMEGA 7 vector axis, integer local, float spin, float gain Spin the object around the specified axis. If local is TRUE that axis is in local coordinates, otherwise they are global.
REZ_DAMAGE 8 float damage The amount of damage applied to an agent upon collision with this object.
REZ_SOUND 9 string sound, float volume, integer loop A sound to attach to this object. It will be played at the specified volume.

If loop is TRUE the sound will loop continuously for the life of the object. The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.

REZ_SOUND_COLLIDE 10 string sound, float volume A sound to play upon collision with another object, the ground or an avatar.

The sound parameter may be either a sound file in the rezzer's inventory or the UUID of a sound asset.

REZ_LOCK_AXES 11 vector locks Prevent the object from spinning on certain axes. Setting the vector's coordinate to non-zero will prevent the object from spinning on that axis. For instance
REZ_LOCK_AXES, <1.0, 1.0, 0.0>
will allow the object to only rotate around its Z-axis.
REZ_DAMAGE_TYPE 12 integer damage_type The damage type to apply when this prim collides with another object. Can match one of the DAMAGE_TYPE_* constants, be a custom damage type or repurpose the damage field.
REZ_PARAM_STRING 13 string start_param Pass an initialization string to the root prim of the newly rezzed object that may be read with llGetStartString from within the rezzed object.

Maximum string length is 1024 bytes.