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.
|
|
Using llDetectedType in collision event:
<lsl>
integer type;
default
{
state_entry()
{
llVolumeDetect(TRUE);
}
collision_start(integer detected)
{
type = llDetectedType(0);
if (type == AGENT)// = 1
{
llSay(0, "This is impossible. Since there is no avatar who doesn't require the physical calculation.");
}
else if (type == ACTIVE)// = 2
{
llSay(0, "I have been struck by a physical object not containing any script.");
}
else if (type == PASSIVE)// = 4
{
llSay(0, "This is impossible. Non-physical objects cannot trigger this event.");
}
else if (type == SCRIPTED)// = 8
{
llSay(0, "This is impossible. Since there is no object which isn't physical nor non-physical.");
}
else if (type == (AGENT