llGetMass

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Revision as of 12:00, 19 May 2013 by Tomos Halsey (talk | contribs)
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Summary

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

Returns a float that is the mass of object (in Lindograms) that script is attached to.

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> * llGetMass(), FALSE);
       // This fires the object up at the same m/s whatever the size (or difference!)
   }

}//Written by El Taka</lsl>

NOTE:This example is inaccurate because llApplyImpulse measures the force in Kilograms. For a more accurate useage it is recommended to use llGetMassMKS for solving weight compensation.

See Also

Functions

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

Deep Notes

Signature

function float llGetMass();