llGetUsername

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Revision as of 16:01, 20 August 2010 by Kelly Linden (talk | contribs)
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Emblem-important-red.png Pre-release Documentation Warning!

This {{{1}}} is not available yet. This documentation was written prior to its final release so it may not match the final implementation.It is slated for release in Server DisplayNames.

Summary

Function: string llGetUsername( key id );
0.0 Forced Delay
10.0 Energy

Returns a string that is the unique username of the avatar specified by id.

• key id

id must specify a valid avatar key, present in or otherwise known to the sim in which the script is running, otherwise an empty string is returned. This function will still return a valid username if the avatar is a child agent of the sim (i.e., in an adjacent sim, but presently able to see into the one the script is in), or for a short period after the avatar leaves the sim (specifically, when the client completely disconnects from the sim, either as a main or child agent).

Caveats

  • To get around the "avatar must be present" limitation, you can use the llRequestUsername function and the dataserver event to obtain the avatar's username from a key.
  • There is no opposite function (llUsername2Key) available.
  • Display Name changes may take up to 72 hours to propagate. During this time scripts may report the old display name.

Examples

<lsl>// Best viewed in Chat History (ctrl-h) default {

   collision_start(integer a)//Announce who collided
   {
       llSay(0, "llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllGetUsername: " + llGetUsername(llDetectedName(0)));
   }
   touch_start(integer a)
   {
       llSay(0,"llGetDisplayName: " + llGetDisplayName(llDetectedKey(0)) +
              "\nllGetUsername: " + llGetUsername(llDetectedName(0)));
   }
}</lsl>

See Also

Functions

•  llGetDisplayName
•  llRequestUsername Uses the dataserver to request avatar information

Articles

LSL_and_Display_Names

Deep Notes

Signature

function string llGetUsername( key id );