Difference between revisions of "LlInstantMessage"

From Second Life Wiki
Jump to navigation Jump to search
m (merged translator's notes which was in Japanese page)
(Too wordy)
Line 8: Line 8:
|spec
|spec
|caveats=**For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via [[llMessageLinked]].
|caveats=**For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via [[llMessageLinked]].
*The message sent can not be longer than 1024 bytes. It will be truncated if it is greater than that.
*'''message''' will be truncated if it exceeds 1024 bytes.
*The message shows up in the chat window. The message is not logged as part of the InstantMessage logging facility.  
*'''message''' will appear in the chat window and will not logged by the InstantMessage logging facility.  
|examples=Tell the owner somebody touched the object:
|examples=Tell the owner somebody touched the object:
<lsl>// This particular example is for demonstration only.
<lsl>// This particular example is for demonstration only.

Revision as of 21:41, 28 April 2010

Summary

Function: llInstantMessage( key user, string message );
2.0 Forced Delay
10.0 Energy

Sends an Instant Message specified in the string message to the user specified by key.

• key user avatar UUID
• string message

Caveats

  • This function causes the script to sleep for 2.0 seconds.
    • For applications where this is problematic, it's possible to place the call to llInstantMessage in a child script and pass the information to that script via llMessageLinked.
  • message will be truncated if it exceeds 1024 bytes.
  • message will appear in the chat window and will not logged by the InstantMessage logging facility.

Examples

Tell the owner somebody touched the object: <lsl>// This particular example is for demonstration only. // Use llOwnerSay() for the same functionality, in case the owner is known to be the same Region.

key owner;

default {

   on_rez(integer start_param)
   {
       owner=llGetOwner();  // get the key of the objects owner.
   }
   touch_start(integer total_num)
   {        
       llInstantMessage(owner,llKey2Name(owner)+", " + (string)total_num +" Avatar(s) touched me!");
   }

}</lsl> Send a confirmation to the Avatar that touches an object without spamming other Avatars: <lsl>default {

   touch_start(integer total_num)
   {        
       llInstantMessage(llDetectedKey(0),"You have been registered!");
   }
}</lsl>

Notes

Instant Messaging has the benefit of allowing communication from an object to an avatar anywhere in the Grid. The downside is that an object cannot receive an Instant Message, therefore an avatar cannot send an Instant Message to an object. It's a one-way communication avenue. Also, the two-second script delay can be considered a downside in some applications.

See Also

Functions

•  llOwnerSay
•  llRegionSay Sends chat region wide
•  llWhisper Sends chat limited to 10 meters
•  llSay Sends chat limited to 20 meters
•  llShout Sends chat limited to 100 meters

Deep Notes

Signature

function void llInstantMessage( key user, string message );