llGetDisplayName

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Revision as of 12:44, 23 September 2010 by Strife Onizuka (talk | contribs)
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Emblem-important-red.png Pre-release Documentation Warning!

This function is not available yet. This documentation was written prior to its final release so it may not match the final implementation.It is slated for release in Server DisplayNames.

Summary

Function: string llGetDisplayName( key id );
0.0 Forced Delay
10.0 Energy

Returns a string that is the non-unique display name of the avatar specified by id.

• key id

id must specify a valid avatar key, present in or otherwise known to the sim in which the script is running, otherwise an empty string is returned. This function will still return a valid display name if the avatar is a child agent of the sim (i.e., in an adjacent sim, but presently able to see into the one the script is in), or for a short period after the avatar leaves the sim (specifically, when the client completely disconnects from the sim, either as a main or child agent).

Caveats

  • To get around the "avatar must be present" limitation, you can use the llRequestDisplayName function and the dataserver event to obtain the avatar's display name from a key.
  • There is no opposite function (llDisplayName2Key) available since display names are non-unique

Examples

<lsl>// Best viewed in Chat History (ctrl-h) default {

   collision_start(integer a)//Announce who collided
   {
       llSay(0, "llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllDetectedName: " + llDetectedName(0));
   }
   touch_start(integer a)
   {
       llSay(0,"llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllDetectedName: " + llDetectedName(0));
   }
}</lsl>

See Also

Functions

•  llGetUsername
•  llRequestDisplayName Uses the dataserver to request avatar information

Deep Notes

Signature

function string llGetDisplayName( key id );