Difference between revisions of "LlGetMass"

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(whitespace is your friend (and makess the example easier to read!))
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     touch_start()
     touch_start()
     {
     {
         llApplyImpulse(<0,0,5*llGetMass()>,FALSE); // This would fire the object up at the same m/s whatever the size (or difference!)
         llApplyImpulse(<0.0, 0.0, 5.0> * llGetMass(), FALSE); // This would fire the object up at the same m/s whatever the size (or difference!)
     }
     }
}//Written by El Taka</lsl>
}//Written by El Taka</lsl>
Line 19: Line 19:
|helpers
|helpers
|also_functions=
|also_functions=
{{LSL DefineRow||{{LSLG|llGetObjectMass}}|Gets the object mass.}}
{{LSL DefineRow||[[llGetObjectMass]]|Gets the object mass.}}
{{LSL DefineRow||[[llGetForce]]|Gets the objects force}}
{{LSL DefineRow||[[llGetForce]]|Gets the objects force}}
{{LSL DefineRow||[[llGetOmega]]|}}
{{LSL DefineRow||[[llGetOmega]]|}}

Revision as of 07:18, 20 October 2008

Summary

Function: float llGetMass( );

Returns a float that is the mass of object that script is attached to.

Caveats

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

Deep Notes

Search JIRA for related Issues

Signature

function float llGetMass();