llGetMassMKS

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Revision as of 14:51, 11 January 2012 by Darien Caldwell (talk | contribs) (Created page with "{{LSL_Function |func_id=109|func_sleep=0.0|func_energy=10.0 |func=llGetMassMKS|return_type=float |func_footnote |func_desc |return_text=that is the mass (in Kilograms) of object …")
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Summary

Function: float llGetMassMKS( );
0.0 Forced Delay
10.0 Energy

Returns a float that is the mass (in Kilograms) of object that script is attached to. Functionally identical to llGetMass except for the unit used in the return value.

Caveats

  • Attachments do not effect an avatar's mass, only certain Appearance settings.

Examples

<lsl>//A way of making a constant force that returns the same speed visually whatever the object is default {

   touch_start()
   {
       llApplyImpulse(<0.0, 0.0, 5.0> * llGetMassMKS(), FALSE);
       // This fires the object up at the same m/s whatever the size (or difference!)
   }
}//Written by El Taka</lsl>

See Also

Functions

•  llGetObjectMass Gets the object mass.
•  llGetForce Gets the objects force
•  llGetOmega
•  llGetVel
•  llGetTorque
•  llGetAccel
•  llGetMass

Deep Notes

Signature

function float llGetMassMKS();