XyText 1.5

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Revision as of 18:54, 16 January 2013 by Madpeter Zond (talk | contribs) (added link to numpad)
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Scripting tools to allow display of text on a prim: XyText 1.5 , XyzzyText, XyyyyzText, XyzzyText-UTF8, ZZText, VariText


XyText 1.5 is a variation of XyText allowing up to 10 characters on a prim. All scripts are included.

Also see XyzzyText for a much more efficient alternative for larger displays.

Additionally refer to ZZText and XyzzyText-UTF8 for using International characters in your boards.

For a 1 texture numbers only refer to NumPad.

XyText Setup

The prim size script: <lsl> //////////////////////////////////////////// // XyText v1.0.3 Prim Setup Script (5 Face, Multi Texture) // // Rewritten by Tdub Dowler // ////////////////////////////////////////////

string FACE_TEXTURE = "09b04244-9569-d21f-6de0-4bbcf5552222"; string TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c";

default {

   state_entry()
   {
       llSetLinkPrimitiveParamsFast(LINK_THIS, [
           PRIM_TYPE, PRIM_TYPE_PRISM, PRIM_HOLE_SQUARE, <0.199, 0.8, 0.0>, 0.30,
           ZERO_VECTOR, <1.0, 1.0, 0.0>, ZERO_VECTOR,
           // display a default face texture
           PRIM_TEXTURE, 1, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.740013, 0.0, 0.0>, 0.0,
           PRIM_TEXTURE, 6, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
           PRIM_TEXTURE, 4, FACE_TEXTURE, <-14.75, 1.0, 0.0>, <0.130009, 0.0, 0.0>, 0.0,
           PRIM_TEXTURE, 7, FACE_TEXTURE, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0,
           PRIM_TEXTURE, 3, FACE_TEXTURE, <2.48, 1.0, 0.0>, <-0.255989, 0.0, 0.0>, 0.0,
           // show transparent textures for the other sides
           PRIM_TEXTURE, 0, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
           PRIM_TEXTURE, 2, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
           PRIM_TEXTURE, 5, TRANSPARENT, <0.1, 0.1, 0.0>, ZERO_VECTOR, 0.0,
           PRIM_SIZE, <0.03, 2.89, 0.5>]);
       // Remove ourselves from inventory.
       llRemoveInventory(llGetScriptName());
   }

} </lsl>

XyText

The modified XyText cell script (written by Xylor Baysklef) <lsl> //////////////////////////////////////////// // XyText v1.0.3 Script (5 Face, Multi Texture) // // Written by Xylor Baysklef // // Modified by Thraxis Epsilon January 20, 2006 // Added Support for 5 Face Prim, based on modification // of XyText v1.1.1 by Kermitt Quick for Single Texture. // ////////////////////////////////////////////

/////////////// CONSTANTS /////////////////// // XyText Message Map. integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; integer SET_THICKNESS = 204006; integer SET_COLOR = 204007;

// This is an extended character escape sequence. string ESCAPE_SEQUENCE = "\\e";

// This is used to get an index for the extended character. string EXTENDED_INDEX = "123456789abcdef";

// Face numbers. integer FACE_1 = 3; integer FACE_2 = 7; integer FACE_3 = 4; integer FACE_4 = 6; integer FACE_5 = 1;

// Used to hide the text after a fade-out. key TRANSPARENT = "701917a8-d614-471f-13dd-5f4644e36e3c"; // This is a list of textures for all 2-character combinations. list CHARACTER_GRID = [

       "00e9f9f7-0669-181c-c192-7f8e67678c8d",
       "347a5cb6-0031-7ec0-2fcf-f298eebf3c0e",
       "4e7e689e-37f1-9eca-8596-a958bbd23963",
       "19ea9c21-67ba-8f6f-99db-573b1b877eb1",
       "dde7b412-cda1-652f-6fc2-73f4641f96e1",
       "af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da",
       "a201d3a2-364b-43b6-8686-5881c0f82a94",
       "b674dec8-fead-99e5-c28d-2db8e4c51540",
       "366e05f3-be6b-e5cf-c33b-731dff649caa",
       "75c4925c-0427-dc0c-c71c-e28674ff4d27",
       "dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6",
       "0dca2feb-fc66-a762-db85-89026a4ecd68",
       "a0fca76f-503a-946b-9336-0a918e886f7a",
       "67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4",
       "300470b2-da34-5470-074c-1b8464ca050c",
       "d1f8e91c-ce2b-d85e-2120-930d3b630946",
       "2a190e44-7b29-dadb-0bff-c31adaf5a170",
       "75d55e71-f6f8-9835-e746-a45f189f30a1",
       "300fac33-2b30-3da3-26bc-e2d70428ec19",
       "0747c776-011a-53ce-13ee-8b5bb9e87c1e",
       "85a855c3-a94f-01ca-33e0-7dde92e727e2",
       "cbc1dab2-2d61-2986-1949-7a5235c954e1",
       "f7aef047-f266-9596-16df-641010edd8e1",
       "4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b",
       "4a69e98c-26a5-ad05-e92e-b5b906ad9ef9",
       "462a9226-2a97-91ac-2d89-57ab33334b78",
       "20b24b3a-8c57-82ee-c6ed-555003f5dbcd",
       "9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217",
       "c231dbdc-c842-15b0-7aa6-6da14745cfdc",
       "c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf",
       "f1e7d030-ff80-a242-cb69-f6951d4eae3b",
       "ed32d6c4-d733-c0f1-f242-6df1d222220d",
       "88f96a30-dccf-9b20-31ef-da0dfeb23c72",
       "252f2595-58b8-4bcc-6515-fa274d0cfb65",
       "f2838c4f-de80-cced-dff8-195dfdf36b2c",
       "cc2594fe-add2-a3df-cdb3-a61711badf53",
       "e0ce2972-da00-955c-129e-3289b3676776",
       "3e0d336d-321f-ddfa-5c1b-e26131766f6a",
       "d43b1dc4-6b51-76a7-8b90-38865b82bf06",
       "06d16cbb-1868-fd1d-5c93-eae42164a37d",
       "dd5d98cf-273e-3fd0-f030-48be58ee3a0b",
       "0e47c89e-de4a-6233-a2da-cb852aad1b00",
       "fb9c4a55-0e13-495b-25c4-f0b459dc06de",
       "e3ce8def-312c-735b-0e48-018b6799c883",
       "2f713216-4e71-d123-03ed-9c8554710c6b",
       "4a417d8a-1f4f-404b-9783-6672f8527911",
       "ca5e21ec-5b20-5909-4c31-3f90d7316b33",
       "06a4fcc3-e1c4-296d-8817-01f88fbd7367",
       "130ac084-6f3c-95de-b5b6-d25c80703474",
       "59d540a0-ae9d-3606-5ae0-4f2842b64cfa",
       "8612ae9a-f53c-5bf4-2899-8174d7abc4fd",
       "12467401-e979-2c49-34e0-6ac761542797",
       "d53c3eaa-0404-3860-0675-3e375596c3e3",
       "9f5b26bd-81d3-b25e-62fe-5b671d1e3e79",
       "f57f0b64-a050-d617-ee00-c8e9e3adc9cb",
       "beff166a-f5f3-f05e-e020-98f2b00e27ed",
       "02278a65-94ba-6d5e-0d2b-93f2e4f4bf70",
       "a707197d-449e-5b58-846c-0c850c61f9d6",
       "021d4b1a-9503-a44f-ee2b-976eb5d80e68",
       "0ae2ffae-7265-524d-cb76-c2b691992706",
       "f6e41cf2-1104-bd0b-0190-dffad1bac813",
       "2b4bb15e-956d-56ae-69f5-d26a20de0ce7",
       "f816da2c-51f1-612a-2029-a542db7db882",
       "345fea05-c7be-465c-409f-9dcb3bd2aa07",
       "b3017e02-c063-5185-acd5-1ef5f9d79b89",
       "4dcff365-1971-3c2b-d73c-77e1dc54242a"
       ];

///////////// END CONSTANTS ////////////////

///////////// GLOBAL VARIABLES /////////////// // All displayable characters. Default to ASCII order. string gCharIndex; // This is the channel to listen on while acting // as a cell in a larger display. integer gCellChannel = -1; // This is the starting character position in the cell channel message // to render. integer gCellCharPosition = 0; // This is whether or not to use the fade in/out special effect. integer gCellUseFading = FALSE; // This is how long to display the text before fading out (if using // fading special effect). // Note: < 0 means don't fade out. float gCellHoldDelay = 1.0; /////////// END GLOBAL VARIABLES ////////////

ResetCharIndex() {

   gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`";
   // \" <-- Fixes LSL syntax highlighting bug.
   gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~";
   gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";

}

vector GetGridPos(integer index1, integer index2) {

   // There are two ways to use the lookup table...
   integer Col;
   integer Row;
   if (index1 >= index2)
   {
       // In this case, the row is the index of the first character:
       Row = index1;
       // And the col is the index of the second character (x2)
       Col = index2 * 2;
   }
   // Index1 < Index2
   else
   {
       // In this case, the row is the index of the second character:
       Row = index2;
       // And the col is the index of the first character, x2, offset by 1.
       Col = index1 * 2 + 1;
   }
   return <Col, Row, 0>;

}

string GetGridTexture(vector grid_pos) {

   // Calculate the texture in the grid to use.
   integer GridCol = llRound(grid_pos.x) / 20;
   integer GridRow = llRound(grid_pos.y) / 10;

   // Lookup the texture.
   key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol);
   return Texture;

}

vector GetGridOffset(vector grid_pos) {

   // Zoom in on the texture showing our character pair.
   integer Col = llRound(grid_pos.x) % 20;
   integer Row = llRound(grid_pos.y) % 10;

   // Return the offset in the texture.
   return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>;

}

ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5) {

  // Set the primitive textures directly.


   llSetLinkPrimitiveParamsFast(LINK_THIS, [
       PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.25, 0.1, 0>, GetGridOffset(grid_pos1) + <0.075, 0, 0>, 0.0,
       PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0,
       PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <-1.48, 0.1, 0>, GetGridOffset(grid_pos3)+ <0.37, 0, 0>, 0.0,
       PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0,
       PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.25, 0.1, 0>, GetGridOffset(grid_pos5) - <0.075, 0, 0>, 0.0]);

}

RenderString(string str) {

   // Get the grid positions for each pair of characters.
   vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
   vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
   vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
   vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
   vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );                                   

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

}

RenderWithEffects(string str) {

   // Get the grid positions for each pair of characters.
   vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
   vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
   vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
   vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
   vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
                                 llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );                                   

     // First set the alpha to the lowest possible.
   llSetAlpha(0.05, ALL_SIDES);

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

   float Alpha;
   for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05)
   {
      llSetAlpha(Alpha, ALL_SIDES);
   }
   // See if we want to fade out as well.
   if (gCellHoldDelay < 0.0)
   {
      // No, bail out. (Just keep showing the string at full strength).
      return;
   }
   // Hold the text for a while.
   llSleep(gCellHoldDelay);
   // Now fade out.
   for (Alpha = 0.95; Alpha >= 0.05; Alpha -= 0.05)
   {
       llSetAlpha(Alpha, ALL_SIDES);
   }
   // Make the text transparent to fully hide it.
   llSetTexture(TRANSPARENT, ALL_SIDES);

}

RenderExtended(string str) {

   // Look for escape sequences.
   list Parsed       = llParseString2List(str, [], [ESCAPE_SEQUENCE]);
   integer ParsedLen = llGetListLength(Parsed);

   // Create a list of index values to work with.
   list Indices;
   // We start with room for 6 indices.
   integer IndicesLeft = 10;

   integer i;
   string Token;
   integer Clipped;
   integer LastWasEscapeSequence = FALSE;
   // Work from left to right.
   for (i = 0; i < ParsedLen && IndicesLeft > 0; i++)
   {
       Token = llList2String(Parsed, i);

       // If this is an escape sequence, just set the flag and move on.
       if (Token == ESCAPE_SEQUENCE)
       {
           LastWasEscapeSequence = TRUE;
       }
       // Token != ESCAPE_SEQUENCE
       else
       {
           // Otherwise this is a normal token.  Check its length.
           Clipped = FALSE;
           integer TokenLength = llStringLength(Token);
           // Clip if necessary.
           if (TokenLength > IndicesLeft)
           {
               Token = llGetSubString(Token, 0, IndicesLeft - 1);
               TokenLength = llStringLength(Token);
               IndicesLeft = 0;
               Clipped = TRUE;
           }
           else
               IndicesLeft -= TokenLength;

           // Was the previous token an escape sequence?
           if (LastWasEscapeSequence)
           {
               // Yes, the first character is an escape character, the rest are normal.

               // This is the extended character.
               Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95];

               // These are the normal characters.
               integer j;
               for (j = 1; j < TokenLength; j++)
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
           }
           // Normal string.
           else
           {
               // Just add the characters normally.
               integer j;
               for (j = 0; j < TokenLength; j++)
               {
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
               }
           }

           // Unset this flag, since this was not an escape sequence.
           LastWasEscapeSequence = FALSE;
       }
   }

   // Use the indices to create grid positions.
   vector GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
   vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
   vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
   vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
   vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );     

   // Use these grid positions to display the correct textures/offsets.
   ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);

}

integer ConvertIndex(integer index) {

   // This converts from an ASCII based index to our indexing scheme.
   if (index >= 32) // ' ' or higher
       index -= 32;
   // index < 32
   else
   {
       // Quick bounds check.
       if (index > 15)
           index = 15;

       index += 94; // extended characters
   }

   return index;

}

default {

   state_entry()
   {
       // Initialize the character index.
       ResetCharIndex();

       //llSay(0, "Free Memory: " + (string) llGetFreeMemory());
   }

   link_message(integer sender, integer channel, string data, key id)
   {
       if (channel == DISPLAY_STRING)
       {
           RenderString(data);
           return;
       }
       if (channel == DISPLAY_EXTENDED)
       {
           RenderExtended(data);
           return;
       }
       if (channel == gCellChannel)
       {
           // Extract the characters we are interested in, and use those to render.
           string TextToRender = llGetSubString(data, gCellCharPosition, gCellCharPosition + 9);
           if (gCellUseFading)
              RenderWithEffects( TextToRender );
           else // !gCellUseFading
               RenderString( TextToRender );
           return;
       }
       if (channel == REMAP_INDICES)
       {
           // Parse the message, splitting it up into index values.
           list Parsed = llCSV2List(data);
           integer i;
           // Go through the list and swap each pair of indices.
           for (i = 0; i < llGetListLength(Parsed); i += 2)
           {
               integer Index1 = ConvertIndex( llList2Integer(Parsed, i) );
               integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) );

               // Swap these index values.
               string Value1 = llGetSubString(gCharIndex, Index1, Index1);
               string Value2 = llGetSubString(gCharIndex, Index2, Index2);

               gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1);
               gCharIndex = llInsertString(gCharIndex, Index1, Value2);

               gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2);
               gCharIndex = llInsertString(gCharIndex, Index2, Value1);
           }
           return;
       }
       if (channel == RESET_INDICES)
       {
           // Restore the character index back to default settings.
           ResetCharIndex();
           return;
       }
       if (channel == SET_CELL_INFO)
       {
           // Change the channel we listen to for cell commands, and the
           // starting character position to extract from.
           list Parsed = llCSV2List(data);
           gCellChannel        = (integer) llList2String(Parsed, 0);
           gCellCharPosition   = (integer) llList2String(Parsed, 1);
           gCellUseFading      = (integer) llList2String(Parsed, 2);
           gCellHoldDelay      = (float)   llList2String(Parsed, 3);             
           return;
       }
       if (channel == SET_THICKNESS)
       {
           // Set our z scale to thickness, while staying fixed
           // in position relative the prim below us.
           vector Scale    = llGetScale();
           float Thickness = (float) data;
           // Reposition only if this isn't the root prim.
           integer ThisLink = llGetLinkNumber();
           if (ThisLink != 0 || ThisLink != 1) {
               // This is not the root prim.
               vector Up = llRot2Up(llGetLocalRot());
               float DistanceToMove = Thickness / 2.0 - Scale.z / 2.0;
               vector Pos = llGetLocalPos();
               llSetPos(Pos + DistanceToMove * Up);
           }
           // Apply the new thickness.
           Scale.z = Thickness;
           llSetScale(Scale);
           return;
       }
       if (channel == SET_COLOR)
       {
          vector newColor = (vector)data;
          llSetColor(newColor, ALL_SIDES);
       }
   }

} </lsl>

XyText Board Control

This last script is a script that allows an unlimited number of cells to be used together. The script: <lsl> //////////////////////////////////////////// // XyText Board Control // // Written by Tdub Dowler // Modified by Awsoonn Rawley // Refactored by Strife Onizuka ////////////////////////////////////////////


/////////////// CONSTANTS ///////////////// // XyText Message Map. integer SET_LINE_CHANNEL = 100100; integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004; string LOAD_MSG = "Loading..."; ///////////// END CONSTANTS //////////////// integer prims;

SetText(string msg) {

   llMessageLinked(LINK_SET, SET_LINE_CHANNEL, msg, "");

}

XytstOrder() {

   // Fills each cell of the board with it's number.
   string  str = "";
   integer i = 0;
   do
   {
       str += llGetSubString("          " + (string)i,-10,-1);
       llSetText("Generating Pattern: " + (string)i, <0,1,0>, 1.0);
   }while(++i < prims);

   llSetText("Displaying Order Test...", <0,1,0>, 1.0);

   // Send the message
   llMessageLinked(LINK_SET, SET_LINE_CHANNEL, str, "");

   llSetText("", ZERO_VECTOR, 0.0);

}


default {

   on_rez(integer start)
   {
       llResetScript();
   }

   state_entry()
   {
       // Determin the number of prims.
       prims = llGetNumberOfPrims();

       // Clear the screen.
       llMessageLinked(LINK_SET, DISPLAY_STRING, LOAD_MSG, "");

       integer StartLink = llGetLinkNumber() + 1;
       // Configure the board.
       integer i = 0;
       do
           llMessageLinked(StartLink + i, SET_CELL_INFO, llList2CSV([SET_LINE_CHANNEL, i * 10]), "");
       while( ++i < prims );

       // Build this script in world to reveal the secret message!
       SetText( llBase64ToString("SXMgdGhhdCBub3QgY29vbCBvciB3aGF0PyA6KQ==") );
   }

   touch_end(integer num)
   {
       // This can be used to help find mislinked prims. Its not required at all.
       XytstOrder(); 
   }

} </lsl>
Note: For new scripters/builders: Text for this script is displayed in the reverse order by which objects were linked. Breaks in the lines for multiline scripts are possible using the '\n' for newline, but a multiline linked object does not detect this. Theoretically, adding a message which communicates relative axis information (traditionally, z axis) could be used to allow for line breaks.

Example Use

<lsl> // XyText Message Map. integer SET_LINE_CHANNEL = 100100; //for multi-cell spanning text integer DISPLAY_STRING = 204000; integer DISPLAY_EXTENDED = 204001; integer REMAP_INDICES = 204002; integer RESET_INDICES = 204003; integer SET_CELL_INFO = 204004;


llMessageLinked(LINK_SET, DISPLAY_STRING, "text to display", ""); </lsl>


Many thanks to Xylor Baysklef and Kermitt Quick.