llSay

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Revision as of 16:13, 8 January 2014 by Darien Caldwell (talk | contribs)
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Summary

Function: llSay( integer channel, string msg );
0.0 Forced Delay
10.0 Energy

Says the text supplied in string msg on channel supplied in integer channel.

• integer channel output chat channel, any integer value
• string msg message to be transmitted
Channel Constant Description
DEBUG_CHANNEL 0x7FFFFFFF Chat channel reserved for script debugging and error messages, broadcasts to all nearby users.
PUBLIC_CHANNEL 0x0 Chat channel that broadcasts to all nearby users. This channel is sometimes referred to as: open chat, local chat and public chat.

Caveats

  • Messages sent on channel zero[1] and DEBUG_CHANNEL are throttled to a rate of <200/10sec, per region, per owner/user.
    • Once the rate is exceeded, all following messages on channel zero or DEBUG_CHANNEL will be dropped until the send rate is again below 200/10sec for the previous 10 sec. Dropped messages, despite being dropped still count against the limit.
  • msg can only be heard within 20 meters of the speaking prim (rather than the root). This is contrary to how the event listen works, where a msg can only be heard by any prim in the object if and only if the root prim is capable of hearing it.
  • msg can be a maximum of 1024 bytes. This can convey 1024 ASCII characters, or 512 UTF-8 characters such as á.
  • A prim can not hear itself, this to prevent problems with recursion. It can however hear other prims within the same object.

Examples

<lsl> default {

   state_entry()
   {
       // PUBLIC_CHANNEL has the integer value 0
       llSay(PUBLIC_CHANNEL, "Hello, Avatar!");
   }

} </lsl>

To avoid making your object spam its neighborhood, use llInstantMessage, llOwnerSay or llRegionSayTo.

Notes

  • Channel 0 is the PUBLIC_CHANNEL. Everyone can hear chat transmitted on this channel. All other channels are private channels (not sent to users, with the exception of DEBUG_CHANNEL).
  • Consider using llInstantMessage, llOwnerSay, or the DEBUG_CHANNEL for debugging purposes. If DEBUG_CHANNEL is used as channel, the script will say msg to the Script Warning/Error window.
  • If one object 'says' something to another object (e.g., a button that, when touched, turns on a lamp), it is a good idea to use a very negative channel, e.g., -5243212 but don't just use any number take a look at the User-Defined Protocols & APIs and choose one that won't interfere with other protocols. If you are going to sell your script widely please add it to the appropriate known chat channels list so others won't interfere with your product (do keep in mind you should build your product so that it handles interference appropriately).

<lsl>

   llSay(-5243212,"turn on");

</lsl> Negative channels are popular for script communications because the standard SL client is unable to chat directly on those channels (/-xxxx message won't chat message on channel -xxxx, it will chat /-xxxx message on channel PUBLIC_CHANNEL). The only way to do so prior to llTextBox was to use llDialog which was limited to 24 bytes.

See Also

Events

•  listen                 Receives chat

Functions

•  llListen Ask for listen events
•  llInstantMessage Sends chat to the owner only (or to some other user only) to avoid spamming the PUBLIC_CHANNEL
•  llOwnerSay Sends chat to the owner only to avoid spamming the PUBLIC_CHANNEL
•  llRegionSay Sends chat region wide
•  llRegionSayTo Sends chat region wide to a specific avatar, or their attachments, or to a rezzed object of known UUID
•  llShout Sends chat limited to 100 meters
•  llWhisper Sends chat limited to 10 meters

Articles

•  Hello Avatar

Deep Notes

Footnotes

  1. ^ Channel zero is also known as: PUBLIC_CHANNEL, open chat, local chat and public chat

Signature

function void llSay( integer channel, string msg );