llWater

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Revision as of 11:54, 22 January 2015 by Lady Sumoku (talk | contribs) (Replaced old <LSL> block with <source lang="lsl2">)
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Summary

Function: float llWater( vector offset );
0.0 Forced Delay
10.0 Energy

Returns a float that is the water height below the prim's position + offset

• vector offset offset relative to the prim's position and expressed in local coordinates

The requested position needs to be in the same region. Only the x and y coordinates in offset are important, the z component is ignored. Water height is constant across each entire sim and is typically 20 meters but not always.

Examples

<source lang="lsl2">// Makes the object land on ground or on water

FindGroundOrWater() {

   vector vTarget = llGetPos();
   vTarget.z = llGround( ZERO_VECTOR );
   float fWaterLevel = llWater( ZERO_VECTOR );
   if( vTarget.z < fWaterLevel )
       vTarget.z = fWaterLevel;
   llSetRegionPos(vTarget);

}

default {

   touch_start(integer total_number)
   {
       FindGroundOrWater();
   }

}

</source>

See Also

Functions

•  llGround Gets the ground height
•  llWind Gets the wind velocity
•  llCloud Gets the cloud density

Deep Notes

Signature

function float llWater( vector offset );