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  • {{#vardefine:omega_const|{{LSL Const|PRIM_OMEGA|integer|18|c=Used to {{GetSet|{{{1|}}}|get the object's ll *[[PRIM_OMEGA]] cannot be used on avatars sitting on the object. It will emit the error message "PRIM_OMEGA disallowed on agent".
    4 KB (482 words) - 13:07, 10 November 2022
  • {{LSL Header|ml=*}} ! scope="col" | Associated LSL
    9 KB (1,001 words) - 13:03, 14 July 2022
  • {{LSL DefineRow||[[llGetObjectMass]]|Gets the object mass (in lindograms)}} {{LSL DefineRow||[[llGetForce]]|Gets the objects force}}
    3 KB (419 words) - 11:16, 4 September 2023
  • ===Physics Engine Overload And Level Of Detail (LOD)=== * The collision level of detail (LOD) of objects may change when the physics engine lags (this is controlled by the Runtime Collision Control System (RC
    5 KB (710 words) - 22:47, 14 August 2012
  • {{#vardefine:omega_const|{{LSL Const/ja|PRIM_OMEGA|integer|18|c=Used to {{GetSet|{{{1|}}}|get the object's *[[PRIM_OMEGA/ja]] cannot be used on avatars sitting on the object. It will emit the error message "PRIM_OMEGA disallowed on agent".
    4 KB (494 words) - 01:15, 8 October 2023
  • llSetStatus(STATUS_PHYSICS, TRUE); // Make sure prim has physics enabled ...el will also report that instead of having an initial velocity of ~13 m/s, it will have an initial velocity of ~113 m/s).
    8 KB (866 words) - 11:17, 8 July 2022
  • * You can get no-copy object if the it was shared by a previous owner that didn't want the next owner to have copy ### Physics
    7 KB (1,022 words) - 17:32, 9 September 2015
  • ...of an object is made up of the shape of the prims and avatars seated upon it. The bounding box is the smallest possible cuboid which can contain the phy ...ch is why they still have bounding boxes.|Phantom and VolumeDetect do have physics interactions, which is why they still have bounding boxes.}}), instead the
    5 KB (761 words) - 10:53, 24 September 2022
  • {{LSL DefineRow||[[llGetMass]]|Gets the current object mass.}} {{LSL DefineRow||[[llGetObjectMass_Test]]}}
    2 KB (249 words) - 10:40, 4 September 2023
  • * Create a Physical Avatar code layer which enables the addition of ragdoll physics and inverse kinematics to second life avatars ...variety of new tools for real-time gesturing, inverse kinematics, rag-doll physics, in-world animation building, and scripted animation.
    6 KB (892 words) - 17:37, 22 September 2022
  • {{Otheruses4‎|primitives|[[LSL]] related information|:Category:LSL Prim}} It should be noted that when a script (in an object) moves from one simulator
    5 KB (758 words) - 10:38, 4 September 2023
  • ===={{LSL Param|status_code}}====
    15 KB (1,085 words) - 11:32, 22 November 2023
  • ...eft to right, top to bottom, starting at 0.<br/>If '''rate''' is negative, it has the same effect as using the [[REVERSE]] flag.{{Footnote|Though if '''r Unlike with UUID-swapping, the physics engine is required only once to calculate the collision area for the sculpt
    6 KB (888 words) - 14:05, 22 January 2015
  • ** {{jira|SVC-7324}} Physics stalls every 20-30 seconds ** {{jira|SCR-225}} ERROR: Failed to set physics shape type
    4 KB (614 words) - 16:02, 8 December 2011
  • ...of the SLRR is long and growing, so multiple pages are required to present it in appropriate detail: * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net]
    3 KB (436 words) - 18:11, 2 June 2015
  • |inject-2={{LSL Function/uuid|target|object=*}} ...ect line of sight from the head of the character (center of the top of its physics bounding box) to the head of its pursuer and no direct path between the two
    2 KB (244 words) - 01:21, 22 January 2015
  • ...the [[Viewer coordinate frames#Local|local]] axis of {{LSLP|target}}, if {{LSL Const|FALSE|integer|0}} uses the [[Viewer coordinate frames#Region|region]] ...lse}} or {{LSLP|ang_impulse}} is nonzero. If {{LSLP|impulse}} is nonzero, it will drain all energy in the object before {{LSLP|ang_impulse}} is processe
    2 KB (345 words) - 11:46, 15 August 2023
  • ...ation that will help us all to make sure that Havok4 is tested well before it is rolled throughout the main Second Life grid. ...finally went silent about it. After several false starts, we decided that it would be best to stop talking about the work, or making public commitments,
    11 KB (1,821 words) - 15:25, 6 April 2011
  • A negative {{LSLP|status_code}} is an [[#error_code|error code]], otherwise it is the number of hits (and strides) returned. *[[llCastRay]] will not detect prims having no physics shape ([[PRIM_PHYSICS_SHAPE_TYPE]] = [[PRIM_PHYSICS_SHAPE_NONE]]).
    15 KB (2,230 words) - 09:48, 5 November 2023
  • * '''[[Making Mesh Physics]]''' - Why and How. *'''[[Visual_Guide to Pathfinding|A Visual Guide]]''' - Watch how easy it is!
    9 KB (1,317 words) - 10:56, 4 August 2014

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