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  • ...s|agent|An [[Viewerhelp:Glossary#agent|avatar]], as the [[simulator]] sees it.}} ...me flags are stored in [[bit field]]s, others are accessed with separate [[LSL Variables|variables]].}}
    2 KB (312 words) - 19:25, 23 July 2011
  • ...ysics|Physics engine|[[LSL]] content on physics and physical|:Category:LSL Physics}} All objects interact with the physics engine to a certain extent. All objects have mass and volume both of which
    2 KB (275 words) - 17:49, 21 December 2013
  • {{LSL Header|ml=*}} // Please, do not resell this script and give it full perm
    1 KB (190 words) - 17:22, 24 January 2015
  • ...you can control. Typically, a Resident will sit on/in the vehicle and use it as a form of transportation. Vehicles include cars, airplanes, hoverboards, * [http://lslwiki.net/lslwiki/wakka.php?wakka=physics Physics related LSL on LSLwiki.net]
    460 bytes (70 words) - 09:35, 17 August 2009
  • ...S_SHAPE_TYPE|integer|30|c=Used to {{GetSet|{{{1|}}}|get|set|/}} the prim's physics shape type}}}} ...HYSICS_SHAPE_PRIM|integer|0|c=The visible shape of the prim determines its physics-shape}}
    4 KB (482 words) - 02:12, 27 December 2013
  • {{LSL Constant |value={{LSL Hex|0x20|32}}
    1 KB (217 words) - 21:31, 22 January 2015
  • {{LSL Function ...nd attachments (non-physical as well as physical). Used on an attachment, it will apply the force to the avatar.
    1 KB (147 words) - 23:52, 30 May 2023
  • ...ntom does not stop them from being simulated by the physics engine. Use [[Physics Optimization]] to do this. * [[:Category:LSL Phantom]]
    505 bytes (73 words) - 05:14, 10 December 2012
  • * It does '''not''' work on attachments. |also_functions={{LSL DefineRow||[[llApplyImpulse]]}}
    765 bytes (92 words) - 11:54, 30 March 2018
  • ...prim is only computed when an object is physical. When a value is computed it is cached as a prim attribute. If the object is non-physical and there is a ...verText|COM|Center Of Mass}} value or in the absence of a stored COM value it will return [[llGetPos]]().
    2 KB (317 words) - 01:44, 22 January 2015
  • ...pt is put in the object, then the object will continue to move, so long as it doesn't accelerate. {{LSL DefineRow||[[llGetOmega]]|}}
    1 KB (180 words) - 01:31, 22 January 2015
  • {{LSL Function/it |examples=<lsl>//Compie una rivoluzione sull'asse x una volta per secondo,
    2 KB (332 words) - 14:19, 31 January 2010
  • {{LSL Function/physical|avatar=*}} {{LSL Function/damping|tau}}
    3 KB (374 words) - 14:00, 22 January 2015
  • It does the same job as [[llApplyRotationalImpulse]] but doesn't depend of the ...a start value of omega = 1 radian /second , and slows down over time until it won't rotate </li>
    2 KB (232 words) - 01:43, 23 December 2013
  • ...ode, and with the additional patch he added for the use of it in InWorldz, it seems very close to being doable if there are some changes to the avatar, a ...it gives me different prim count (land impact) .Also when uploading custom physics models sometimes the same model uploads well, other times the prim count wh
    1 KB (197 words) - 11:58, 28 October 2013
  • {{LSL Function ...sition is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay
    4 KB (537 words) - 02:37, 27 September 2022
  • {{multi-lang|1=LSL Portal|2=/it}} {{LSL Header{{#var:lang}}}} __NOTOC__
    6 KB (817 words) - 13:01, 1 November 2009
  • ...newtons) equal to the object's mass (in kg) for one second will accelerate it to a velocity of 1 (in meters per second), which appears to be what happens <lsl>
    2 KB (219 words) - 20:29, 7 May 2011
  • {{LSL Function |inject-2={{Issues/SVC-1945}}{{LSL Function/position|pos|region=*|local=*}}
    3 KB (444 words) - 11:37, 13 July 2022
  • {{LSL Function |examples=<lsl>//rotates the x axis once per second,
    2 KB (312 words) - 20:04, 4 August 2009

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