Difference between revisions of "LlGetMass"
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}//Written by El Taka</lsl> | }//Written by El Taka</lsl> | ||
NOTE:This example is inaccurate because llApplyImpulse measures the force in Kilograms. For a more accurate useage it is recommended to use llGetMassMKS for solving weight compensation. | NOTE:This example is inaccurate because [[llApplyImpulse]] measures the force in Kilograms. For a more accurate useage it is recommended to use [[llGetMassMKS]] for solving weight compensation. | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= |
Revision as of 21:14, 19 May 2013
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llGetMass( );109 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a float that is the mass of object (in Lindograms) that script is attached to.
Caveats
- Attachments do not effect an avatar's mass, only certain Appearance settings.
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 fires the object up at the same m/s whatever the size (or difference!) }
}//Written by El Taka</lsl>
NOTE:This example is inaccurate because llApplyImpulse measures the force in Kilograms. For a more accurate useage it is recommended to use llGetMassMKS for solving weight compensation.See Also
Functions
• | llGetObjectMass | – | Gets the object mass. | |
• | llGetForce | – | Gets the objects force | |
• | llGetOmega | |||
• | llGetVel | |||
• | llGetTorque | |||
• | llGetAccel | |||
• | llGetMassMKS |