llSensor

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Revision as of 20:45, 22 October 2013 by Strife Onizuka (talk | contribs)
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Summary

Function: llSensor( string name, key id, integer type, float range, float arc );
0.0 Forced Delay
10.0 Energy

Performs a single scan for name and id with type within range meters and arc radians of forward vector

• string name object or avatar name!
• key id group, avatar or object UUID that is in the same region
• integer type mask (AGENT, AGENT_BY_LEGACY_NAME, AGENT_BY_USERNAME, ACTIVE, PASSIVE, and/or SCRIPTED)
• float range range [0.0, 96.0m]
• float arc the max angle between the local x-axis of the prim and detectable objects, range 0.0 to PI

If name, id, and/or type are empty or 0, they are ignored.
If id is an invalid key or NULL_KEY it is treated as empty.
Depending upon which AGENT* flag is used determines the format requirements for name

See: llSensor for an excellent explanation of arc.

type 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)
Float Constants Arc
PI_BY_TWO A hemisphere scan
PI A full sphere scan

Caveats

  • When searching for an avatar but not by name, it doesn't matter which AGENT flag is used.
  • Objects do not detect themselves, and attachments cannot detect their wearers (this includes HUD attachments).
  • For an object to be detected, the center of its root prim (the same point it would report with llGetRootPosition) must be within the sensor beam.
  • For an agent to be detected, a point near the pelvis must be inside the sensor beam (the same as llGetRootPosition would report in a script attached to that avatar). This point is indicated by red crosshairs when Advanced>Character>Display Agent Target is turned on.
    • If the agent is sitting on an object, the root prim of the sat upon object becomes a second sensor target for the agent (but not if the avatar is outside the sensor arc, see SVC-5145).
  • Sensors placed in attachments will use the direction the avatar is facing as their forward vector. In mouselook, this means that it will be wherever the avatar is looking, while out of mouselook, this means whichever way the avatar is pointing. This does not include where the avatar's head is pointing, or what animation the avatar is doing, just the direction the avatar would move in if you walked forward. This is the case, regardless of where the object is attached.
  • llSensor does not detect objects or agents across region boundaries
  • If type is zero, the sensor will silently fail, neither sensor or no_sensor will be triggered.
  • Only 16 objects will be scanned each time.

Examples

This sensor scans a 45 degree cone about the x-axis (PI/2 or PI_BY_TWO scans a hemisphere; PI is a spherical scan). Also it will only match an agent with the legacy name "Gigs Taggart". <lsl>llSensor( "Gigs Taggart", NULL_KEY, AGENT_BY_LEGACY_NAME, 96.0, PI/4 );</lsl>

This sensor detects all prims and agents with a given name within 15m of the sensor. (AGENT_BY_LEGACY_NAME, PASSIVE and ACTIVE behave inclusively. SCRIPTED is not inclusive and will exclude non-scripted targets (like avatars) from the detected set.)

<lsl>llSensor( "", NULL_KEY, ( AGENT_BY_LEGACY_NAME

Notes

KBcaution.png Important: You might want to use llGetAgentList instead of using sensors to get a list of all avatars within the same parcel or region.

Loops & Repetition

Using llSensor in a for loop is a beginners mistake, as events will not interrupt each other (the sensor event will not interrupt whatever event is currently being executed). To perform repeat sensor sweeps, llSensorRepeat is the better solution. While it is possible to call llSensor from a timer event, it is less efficient to do so; there is a limit to the number of events that can be processed in a second and using the timer just to call llSensor will result in your script getting less timeslice.

See Also

Events

•  sensor Triggered when a sensor detects something
•  no_sensor Triggered when a sensor detects nothing

Functions

•  llSensorRepeat Runs a sensor on a timer
•  llSensorRemove Stops the llSensorRepeat timer

Deep Notes

Footnotes

  1. ^ The ranges in this article are written in Interval Notation.

Signature

function void llSensor( string name, key id, integer type, float range, float arc );

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