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Constants

Find LSL constants by name or by constant group. Signatures and descriptions follow the current definitions; deprecated and private entries are excluded.

1042 constants

  • ACTIVE

    Objects running a script or physically moving (using server resources). In llDetectedType(), it identifies physical objects and agents. In llSensor() or llSensorRepeat(), it searches for moving physical objects or scripted objects.

  • AGENT

    Agents (avatars). In llDetectedType, it indicates an avatar. In llSensor or llSensorRepeat, it searches for avatars by legacy name (functionally identical to AGENT_BY_LEGACY_NAME, though using AGENT_BY_LEGACY_NAME is recommended instead).

  • AGENT_ALWAYS_RUN

    Used with llGetAgentInfo to determine if the queried avatar has 'Always Run' enabled or is using tap-tap-hold.

  • AGENT_ATTACHMENTS

    Used with llGetAgentInfo to determine if the queried avatar has attachments.

  • AGENT_AUTOMATED

    Used with llGetAgentInfo to identify if the avatar is registered with Linden Lab as an automated/scripted agent (bot).

  • AGENT_AUTOPILOT

    Used with llGetAgentInfo to determine if the avatar is in autopilot mode, which is enabled when the user selects 'Go Here' on the ground or uses double-click autopilot.

  • AGENT_AWAY

    Used with llGetAgentInfo to determine if the avatar is in 'away' mode, which indicates they toggled away or have been inactive for too long.

  • AGENT_BUSY

    Used with llGetAgentInfo to determine if the avatar is in 'busy' mode.

  • AGENT_BY_LEGACY_NAME

    Used to find agents by legacy name. In llDetectedType, it indicates an avatar. In llSensor or llSensorRepeat, it searches for avatars by legacy name.

  • AGENT_BY_USERNAME

    Used to find agents by username (see Avatar Names).

  • AGENT_CROUCHING

    Used with llGetAgentInfo to determine if the avatar is crouching.

  • AGENT_FLOATING_VIA_SCRIPTED_ATTACHMENT

    Used with llGetAgentInfo to determine if the avatar is floating or hovering because of a scripted attachment using either llSetHoverHeight or llGroundRepel.

  • AGENT_FLYING

    Used with llGetAgentInfo to determine if the queried avatar is flying or hovering.

  • AGENT_IN_AIR

    Used with llGetAgentInfo to determine if the avatar is in the air (jumping, flying, or falling).

  • AGENT_LIST_PARCEL

    Agents on the same parcel where the script is running.

  • AGENT_LIST_PARCEL_OWNER

    Agents on any parcel in the region where the parcel owner is the same as the owner of the parcel under the scripted object.

  • AGENT_LIST_REGION

    Returns any or all agents in the region.

  • AGENT_MOUSELOOK

    Used with llGetAgentInfo to determine if the avatar is in mouselook.

  • AGENT_ON_OBJECT

    Used with llGetAgentInfo to determine if the avatar is sitting on an object and linked to it.

  • AGENT_SCRIPTED

    Used with llGetAgentInfo to determine if the avatar is carrying scripted objects or has scripted attachments.

  • AGENT_SITTING

    Used with llGetAgentInfo to determine if the avatar is sitting.

  • AGENT_TYPING

    Used with llGetAgentInfo to determine if the avatar is typing.

  • AGENT_WALKING

    Used with llGetAgentInfo to determine if the queried avatar is walking, running, or crouch walking.

  • ALL_SIDES

    Selects all sides of an object in an applicable function.

  • ANIM_ON

    Enables texture animation. This must be set to start the animation and cleared to stop it.

  • ATTACH_ANY_HUD

    A special constant representing all HUD attachment points when filtering for any HUD attachment.

  • ATTACH_AVATAR_CENTER

    Attachment point for the avatar's geometric center or root.

  • ATTACH_BACK

    Attachment point for the avatar's back.

  • ATTACH_BELLY

    Attachment point for the avatar's belly, stomach, or tummy.

  • ATTACH_CHEST

    Attachment point for the avatar's chest or sternum.

  • ATTACH_CHIN

    Attachment point for the avatar's chin.

  • ATTACH_FACE_JAW

    Attachment point for the avatar's jaw.

  • ATTACH_FACE_LEAR

    Attachment point for the avatar's left ear (extended).

  • ATTACH_FACE_LEYE

    Attachment point for the avatar's left eye (extended).

  • ATTACH_FACE_REAR

    Attachment point for the avatar's right ear (extended).

  • ATTACH_FACE_REYE

    Attachment point for the avatar's right eye (extended).

  • ATTACH_FACE_TONGUE

    Attachment point for the avatar's tongue.

  • ATTACH_GROIN

    Attachment point for the avatar's groin.

  • ATTACH_HEAD

    Attachment point for the avatar's head.

  • ATTACH_HIND_LFOOT

    Attachment point for the avatar's left hind foot.

  • ATTACH_HIND_RFOOT

    Attachment point for the avatar's right hind foot.

  • ATTACH_HUD_BOTTOM

    Attachment point for HUD Bottom.

  • ATTACH_HUD_BOTTOM_LEFT

    Attachment point for HUD Bottom Left.

  • ATTACH_HUD_BOTTOM_RIGHT

    Attachment point for HUD Bottom Right.

  • ATTACH_HUD_CENTER_1

    Attachment point for HUD Center.

  • ATTACH_HUD_CENTER_2

    Attachment point for HUD Center 2.

  • ATTACH_HUD_TOP_CENTER

    Attachment point for HUD Top Center.

  • ATTACH_HUD_TOP_LEFT

    Attachment point for HUD Top Left.

  • ATTACH_HUD_TOP_RIGHT

    Attachment point for HUD Top Right.

  • ATTACH_LEAR

    Attachment point for the avatar's left ear.

  • ATTACH_LEFT_PEC

    Attachment point for the avatar's left pectoral.

  • ATTACH_LEYE

    Attachment point for the avatar's left eye.

  • ATTACH_LFOOT

    Attachment point for the avatar's left foot.

  • ATTACH_LHAND

    Attachment point for the avatar's left hand.

  • ATTACH_LHAND_RING1

    Attachment point for the avatar's left ring finger.

  • ATTACH_LHIP

    Attachment point for the avatar's left hip.

  • ATTACH_LLARM

    Attachment point for the avatar's left lower arm.

  • ATTACH_LLLEG

    Attachment point for the avatar's left lower leg.

  • ATTACH_LSHOULDER

    Attachment point for the avatar's left shoulder.

  • ATTACH_LUARM

    Attachment point for the avatar's left upper arm.

  • ATTACH_LULEG

    Attachment point for the avatar's left upper leg.

  • ATTACH_LWING

    Attachment point for the avatar's left wing.

  • ATTACH_MOUTH

    Attachment point for the avatar's mouth.

  • ATTACH_NECK

    Attachment point for the avatar's neck.

  • ATTACH_NOSE

    Attachment point for the avatar's nose.

  • ATTACH_PELVIS

    Attachment point for the avatar's pelvis.

  • ATTACH_REAR

    Attachment point for the avatar's right ear.

  • ATTACH_REYE

    Attachment point for the avatar's right eye.

  • ATTACH_RFOOT

    Attachment point for the avatar's right foot.

  • ATTACH_RHAND

    Attachment point for the avatar's right hand (the default attachment point).

  • ATTACH_RHAND_RING1

    Attachment point for the avatar's right ring finger.

  • ATTACH_RHIP

    Attachment point for the avatar's right hip.

  • ATTACH_RIGHT_PEC

    Attachment point for the avatar's right pectoral.

  • ATTACH_RLARM

    Attachment point for the avatar's right lower arm.

  • ATTACH_RLLEG

    Attachment point for the avatar's right lower leg.

  • ATTACH_RSHOULDER

    Attachment point for the avatar's right shoulder.

  • ATTACH_RUARM

    Attachment point for the avatar's right upper arm.

  • ATTACH_RULEG

    Attachment point for the avatar's right upper leg.

  • ATTACH_RWING

    Attachment point for the avatar's right wing.

  • ATTACH_TAIL_BASE

    Attachment point for the avatar's tail base.

  • ATTACH_TAIL_TIP

    Attachment point for the avatar's tail tip.

  • AVOID_CHARACTERS
  • AVOID_DYNAMIC_OBSTACLES
  • AVOID_NONE
  • BEACON_MAP

    Causes llMapBeacon to optionally display and focus the world map on the avatar's viewer.

  • CAMERA_ACTIVE

    Option flag used with llSetCameraParams to turn scripted control of the camera on or off.

  • CAMERA_BEHINDNESS_ANGLE

    Sets the angle in degrees within which the camera is not constrained by changes in target rotation.

  • CAMERA_BEHINDNESS_LAG

    Sets how strongly the camera is forced to stay behind the target if outside of the behindness angle.

  • CAMERA_DISTANCE

    Sets how far away the camera wants to be from its target.

  • CAMERA_FOCUS

    Sets camera focus (target position) in region coordinates.

  • CAMERA_FOCUS_LAG

    Sets how much the camera lags as it aims toward the target.

  • CAMERA_FOCUS_LOCKED

    Option flag used with llSetCameraParams to lock the camera focus so it does not move.

  • CAMERA_FOCUS_OFFSET

    Adjusts the camera focus position relative to the target.

  • CAMERA_FOCUS_THRESHOLD

    Sets the radius of a sphere around the camera's target position within which its focus is not affected by target motion.

  • CAMERA_PITCH

    Adjusts the angular amount that the camera aims straight ahead versus straight down, maintaining the same distance (analogous to 'incidence').

  • CAMERA_POSITION

    Sets camera position in region coordinates.

  • CAMERA_POSITION_LAG

    Sets how much the camera lags as it moves toward its ideal position.

  • CAMERA_POSITION_LOCKED

    Option flag used with llSetCameraParams to lock the camera position so it does not move.

  • CAMERA_POSITION_THRESHOLD

    Sets the radius of a sphere around the camera's ideal position within which it is not affected by target motion.

  • CHANGED_ALLOWED_DROP

    Object inventory changed because a user other than the owner (or the owner if the object is no-mod) added an item. This is only possible if enabled via llAllowInventoryDrop.

  • CHANGED_COLOR

    Object's Blinn-Phong color or alpha parameters have changed.

  • CHANGED_INVENTORY

    Prim inventory has changed by someone who has modification rights to it.

  • CHANGED_LINK

    Number of prims making up the object or avatars seated on it has changed. Also occurs when duplicating a linked object or when a prim changes type or shape. Does not trigger on attach/detach, sit/unsit in attachments, or single prim duplication.

  • CHANGED_MEDIA

    Prim Media on the prim has changed.

  • CHANGED_OWNER

    Object has changed owners. Triggers in the original object when a user takes it, copies it, or deeds it to a group, and in the new object when it is first rezzed.

  • CHANGED_REGION

    Object has changed regions by crossing a boundary or teleporting (if attached). Triggers only in the root prim of a linkset.

  • CHANGED_REGION_START

    Region containing this object has just come online.

  • CHANGED_RENDER_MATERIAL

    Render material (prim material ID or material overrides) has changed on one or more faces.

  • CHANGED_SCALE

    Prim scale of at least one prim in the linked object has changed. Only the root prim receives this event.

  • CHANGED_SHAPE

    Prim base shape (PRIM_TYPE, such as box, prism, torus, taper, twist, or cut) has changed.

  • CHANGED_TELEPORT

    Avatar this object is attached to has teleported. Triggers only in the root prim of an attachment. Does not occur for child prims or 'sit teleports'. If scripts are disabled at the destination, the event queues and triggers after moving to a script-enabled parcel.

  • CHANGED_TEXTURE

    Prim texture parameters (shine/bump settings, repeats, flip, rotation, offset, or texture) have changed.

  • CHARACTER_ACCOUNT_FOR_SKIPPED_FRAMES

    If set to FALSE, the pathfinding character will not attempt to catch up on lost time when performance is low, potentially providing more reliable (though potentially more stuttery) movement. Default is TRUE.

  • CHARACTER_AVOIDANCE_MODE

    Specifies which objects a pathfinding character avoids (other characters, dynamic obstacles like fast-moving objects and avatars, or both). Combined using bit flags; setting to AVOID_NONE disables avoidance for both categories.

  • CHARACTER_CMD_JUMP

    Makes the character jump. Requires a height parameter between 0.1m and 2.0m as the first element of the llExecCharacterCmd option list.

  • CHARACTER_CMD_SMOOTH_STOP

    Stops any current pathfinding operation in a smooth fashion.

  • CHARACTER_CMD_STOP

    Stops any current pathfinding operation.

  • CHARACTER_DESIRED_SPEED

    Constant used to indicate that the following argument is the desired speed (or speed of pursuit in meters per second) for a pathfinding character.

  • CHARACTER_DESIRED_TURN_SPEED

    Specifies the character's maximum speed while turning about the Z-axis (default is 6 meters/second). Note that this is only loosely enforced, and a character may turn at higher speeds under certain conditions.

  • CHARACTER_LENGTH

    Sets the collision capsule length for a pathfinding character. If the value is less than twice the radius plus 0.1m, it automatically adjusts to twice the radius plus 0.1m.

  • CHARACTER_MAX_ACCEL

    Specifies the character's maximum acceleration rate (default is 20 m/s²).

  • CHARACTER_MAX_DECEL

    Specifies the character's maximum deceleration rate (default is 30 m/s²).

  • CHARACTER_MAX_SPEED

    Specifies the character's maximum speed (must be between 0.2 and 50 meters/second; default is 20 m/s). Affects speed when avoiding dynamic obstacles and when traversing low-walkability objects in TRAVERSAL_TYPE_FAST mode.

  • CHARACTER_MAX_TURN_RADIUS

    Specifies the character's turn radius when traveling at CHARACTER_DESIRED_TURN_SPEED (default is 1.25 meters).

  • CHARACTER_ORIENTATION

    Specifies the orientation of the collision capsule for a pathfinding character to denote how to interpret its size. Valid options are VERTICAL and HORIZONTAL.

  • CHARACTER_RADIUS

    Sets the collision capsule radius used to define the size of a pathfinding character.

  • CHARACTER_STAY_WITHIN_PARCEL

    Determines whether a character is restricted to its starting parcel (default is FALSE). If TRUE, parcel boundaries act as one-way obstacles; the character cannot voluntarily leave and pathfinding behaviors (wander, flee, evade, pursue) will only choose goal points within the parcel. If pushed out, it can re-enter but cannot voluntarily leave again.

  • CHARACTER_TYPE

    Specifies the preferred surface and terrain terrain-type for the character (default is CHARACTER_TYPE_NONE). Used to describe preferred surfaces rather than behavior (e.g., cows prefer type B, sheep herded along a road prefer type C).

  • CHARACTER_TYPE_A

    Used for pathfinding character types that prefer movement consistent with humanoids.

  • CHARACTER_TYPE_B

    Used for pathfinding character types that prefer movement consistent with wild animals or off-road vehicles.

  • CHARACTER_TYPE_C

    Used for mechanical pathfinding character types or road-going vehicles.

  • CHARACTER_TYPE_D

    Used for pathfinding character types that are inconsistent with types A, B, or C.

  • CHARACTER_TYPE_NONE

    Used to set no specific pathfinding character type.

  • CLICK_ACTION_BUY

    Opens the buy dialog when the prim is clicked or touched.

  • CLICK_ACTION_DISABLED

    Disables click actions. No touches are detected or passed.

  • CLICK_ACTION_IGNORE

    Disables click actions. Clicks pass through the object to whatever is behind it, and no touches are detected.

  • CLICK_ACTION_NONE

    Performs the default action: triggers touch events when the prim is clicked or touched.

  • CLICK_ACTION_OPEN

    Opens the object inventory dialog when the prim is clicked or touched.

  • CLICK_ACTION_OPEN_MEDIA

    Opens the web media dialog or plays parcel media (without pausing) when the prim is touched.

  • CLICK_ACTION_PAY

    Opens the pay dialog when the prim is clicked or touched.

  • CLICK_ACTION_PLAY

    Enables HTML-on-a-prim or plays/pauses parcel media when the prim is clicked or touched.

  • CLICK_ACTION_SIT

    Causes the avatar to sit on the prim when it is clicked or touched.

  • CLICK_ACTION_TOUCH

    Triggers touch events when the prim is clicked or touched.

  • CLICK_ACTION_ZOOM

    Zooms the avatar camera in on the object (Viewer 2) when clicked or touched.

  • COMBAT_CHANNEL

    A region-wide channel reserved for combat-related log events. Passing this to llRegionSay adds the message to the combat log, and scripts listening on this channel can monitor the combat log.

  • COMBAT_LOG_ID

    ID used by all combat log messages sent from the region to the COMBAT_CHANNEL. Scripts can filter llListen calls with this ID to receive only system-generated combat log messages.

  • CONTENT_TYPE_ATOM

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/atom+xml'.

  • CONTENT_TYPE_FORM

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/x-www-form-urlencoded'.

  • CONTENT_TYPE_HTML

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'text/html'. Only valid for embedded browsers on content owned by the viewer; falls back to 'text/plain' otherwise.

  • CONTENT_TYPE_JSON

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/json'.

  • CONTENT_TYPE_LLSD

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/llsd+xml' (Linden Lab Structured Data).

  • CONTENT_TYPE_RSS

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/rss+xml'.

  • CONTENT_TYPE_TEXT

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'text/plain'.

  • CONTENT_TYPE_XHTML

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/xhtml+xml'.

  • CONTENT_TYPE_XML

    Sets the 'Content-Type' header of subsequent LSL HTTP server responses via llHTTPResponse to 'application/xml'.

  • CONTROL_BACK

    Tests for the avatar move back control (↓ or S).

  • CONTROL_DOWN

    Tests for the avatar move down control (PgDn or C).

  • CONTROL_FWD

    Tests for the avatar move forward control (↑ or W).

  • CONTROL_LBUTTON

    Tests for the avatar left mouse button control.

  • CONTROL_LEFT

    Tests for the avatar move left control (Shift + ← or Shift + A).

  • CONTROL_ML_LBUTTON

    Tests for the avatar left mouse button control while in mouselook.

  • CONTROL_RIGHT

    Tests for the avatar move right control (Shift + → or Shift + D).

  • CONTROL_ROT_LEFT

    Tests for the avatar rotate left control (← or A).

  • CONTROL_ROT_RIGHT

    Tests for the avatar rotate right control (→ or D).

  • CONTROL_UP

    Tests for the avatar move up control (PgUp or E).

  • DAMAGE_TYPE_ACID

    Damage caused by a caustic substance, such as acid.

  • DAMAGE_TYPE_BLUDGEONING

    Damage caused by a blunt object, such as a club.

  • DAMAGE_TYPE_COLD

    Damage inflicted by exposure to extreme cold.

  • DAMAGE_TYPE_ELECTRIC

    Damage caused by electricity.

  • DAMAGE_TYPE_EMOTIONAL
  • DAMAGE_TYPE_FIRE

    Damage inflicted by exposure to heat or flames.

  • DAMAGE_TYPE_FORCE

    Damage inflicted by a great force or impact (Vertical Sim / SLMC).

  • DAMAGE_TYPE_GENERIC

    Generic or legacy damage.

  • DAMAGE_TYPE_IMPACT

    System damage generated by impact with land, terrain, or a prim.

  • DAMAGE_TYPE_NECROTIC

    Damage caused by a direct assault on the life-force.

  • DAMAGE_TYPE_PIERCING

    Damage caused by a piercing object such as a bullet, spear, or arrow (Vertical Sim / SLMC).

  • DAMAGE_TYPE_POISON

    Damage caused by poison.

  • DAMAGE_TYPE_PSYCHIC

    Damage caused by a direct assault on the mind.

  • DAMAGE_TYPE_RADIANT

    Damage caused by radiation or extreme light.

  • DAMAGE_TYPE_SLASHING

    Damage caused by a slashing object such as a sword or axe.

  • DAMAGE_TYPE_SONIC

    Damage caused by loud noises, like a Crash Worship concert.

  • DAMAGEABLE

    Identifies objects in the world that can process damage. In llDetectedType, it indicates a damageable agent, or an object containing a script with on_damage or final_damage events. Can also filter llSensor/llSensorRepeat calls.

  • DATA_BORN

    Used with llRequestAgentData to return the agent's account creation ('born on') date as a string in ISO 8601 format (YYYY-MM-DD), based on Pacific Time (not UTC).

  • DATA_NAME

    Used with llRequestAgentData to return the requested agent's legacy name.

  • DATA_ONLINE

    Used with llRequestAgentData to return whether the requested agent is online (returns an integer boolean string: TRUE if online, FALSE if offline).

  • DATA_PAYINFO

    Used with llRequestAgentData to return a string containing the integer mask flag for payment status (contains PAYMENT_INFO_ON_FILE, PAYMENT_INFO_USED, or both).

  • DATA_RATING

    Deprecated. Used with llRequestAgentData to return the string '0, 0, 0, 0, 0, 0'. It formerly returned a comma-separated list of positive and negative ratings (behavior, appearance, and building) before ratings were removed from SL.

  • DATA_RESERVED_0

    Reserved for Linden use.

  • DATA_SIM_POS

    Used with llRequestSimulatorData to return the region's global position as a vector.

  • DATA_SIM_RATING

    Used with llRequestSimulatorData to return the simulator rating string ('PG', 'MATURE', 'ADULT', or 'UNKNOWN').

  • DATA_SIM_STATUS

    Used with llRequestSimulatorData to return the simulator status as a string.

  • DEBUG_CHANNEL

    A chat channel reserved for script debugging and error messages. Passing this to llSay, llWhisper, or llShout prints text to the Script Warning/Error Window and broadcasts it to nearby avatars' script consoles.

  • DEG_TO_RAD

    Constant 0.017453293 (precise value is PI/180). Multiply a value in degrees by this number to convert it to radians.

  • DENSITY

    Used with llSetPhysicsMaterial to indicate that the density parameter is enabled (which overrides the previous value). Must be between 1.0 and 22587.0 kg/m³.

  • DEREZ_DIE

    Used with llDerezObject to immediately delete (kill) the object.

  • DEREZ_MAKE_TEMP

    Used with llDerezObject to mark the object as temporary, allowing the simulator to clean it up at a later time.

  • DEREZ_TO_INVENTORY

    Used with llDerezObject to return the targeted object to the rezzer's (derezzer's) inventory, saving its current state.

  • ENV_INVALID_AGENT

    Unable to find the specified agent, or could not find an agent with the specified ID.

  • ENV_INVALID_RULE

    There was an issue with one of the rules, or an attempt was made to change an unknown property.

  • ENV_NO_ENVIRONMENT

    Environmental settings inventory object could not be found, or there is no environment on this parcel to modify.

  • ENV_NO_EXPERIENCE_LAND

    Experience has not been enabled or cannot run on the land.

  • ENV_NO_EXPERIENCE_PERMISSION

    Agent has not granted permission to change environments.

  • ENV_NO_PERMISSIONS

    Script lacks permissions to modify the environment at this location, or an attempt was made to remove altitude track 0 or 1.

  • ENV_NOT_EXPERIENCE

    Attempted to change environments outside an experience, or the script is not running as part of an experience with a valid experience key.

  • ENV_OK

    Agent, parcel, or region will attempt to change the applied environment.

  • ENV_THROTTLE

    Scripts have exceeded the throttle limit. Wait and retry the request.

  • ENV_VALIDATION_FAIL

    Could not validate the environmental settings or values passed.

  • ENVIRONMENT_DAYINFO

    Day cycle and time information: day_length (seconds in the environment's day cycle), day_offset (seconds offset from GMT), and secs_since_midnight (seconds elapsed since the last day cycle midnight).

  • EOF

    A value equal to three newline characters (" ") returned by the dataserver event, indicating that the requested line is past the end of the notecard.

  • ERR_GENERIC

    An inexplicable and generic error where nothing is known about the cause.

  • ERR_MALFORMED_PARAMS

    Return value for llReturnObject* functions indicating that the parameters passed are malformed.

  • ERR_PARCEL_PERMISSIONS

    Return value for llReturnObject* functions indicating a lack of permissions to perform the task on the specified parcel.

  • ERR_RUNTIME_PERMISSIONS

    Return value for llReturnObject* functions indicating the script lacks the runtime permissions required to perform the requested task.

  • ERR_THROTTLED

    Return value for llReturnObject* functions indicating that the task has been throttled and should be retried later.

  • ESTATE_ACCESS_ALLOWED_AGENT_ADD

    Used as an input parameter for llManageEstateAccess to add an agent to the estate's Allowed Residents list.

  • ESTATE_ACCESS_ALLOWED_AGENT_REMOVE

    Used as an input parameter for llManageEstateAccess to remove an agent from the estate's Allowed Residents list.

  • ESTATE_ACCESS_ALLOWED_GROUP_ADD

    Used as an input parameter for llManageEstateAccess to add a group to the estate's Allowed Groups list.

  • ESTATE_ACCESS_ALLOWED_GROUP_REMOVE

    Used as an input parameter for llManageEstateAccess to remove a group from the estate's Allowed Groups list.

  • ESTATE_ACCESS_BANNED_AGENT_ADD

    Used as an input parameter for llManageEstateAccess to add an agent to the estate's Banned Residents list.

  • ESTATE_ACCESS_BANNED_AGENT_REMOVE

    Used as an input parameter for llManageEstateAccess to remove an agent from the estate's Banned Residents list.

  • FALSE

    Constant representing a boolean FALSE value. Used in conditional structures or variables to improve readability over the integer value (0).

  • FILTER_FLAG_HUDS

    Filter flag used with llGetAttachedListFiltered to include HUDs with matching experiences in the returned result.

  • FILTER_FLAGS

    Flags used to control which attachments are returned.

  • FILTER_INCLUDE

    Filter parameter used to include a specific attachment point.

  • FORCE_DIRECT_PATH

    Forces the pathfinding character to navigate in a straight line toward the specified position (can be set to TRUE or FALSE).

  • FRICTION

    Used with llSetPhysicsMaterial to enable the friction override. The value must be between 0.0 and 255.0.

  • GAME_CONTROL_AXIS_ADVANCE

    Forward/backward movement. Modal axis index 1 for AVATAR, MOUSELOOK, and CAPTIVE modes.

  • GAME_CONTROL_AXIS_BOOM

    Camera up/down movement. Modal axis index 4 for FLYCAM mode.

  • GAME_CONTROL_AXIS_DOLLY

    Camera forward/backward movement. Modal axis index 1 for FLYCAM mode.

  • GAME_CONTROL_AXIS_LEFT_TRIGGER

    Left trigger. Canonical axis index 4.

  • GAME_CONTROL_AXIS_LEFTX

    Left stick X axis. Canonical axis index 0.

  • GAME_CONTROL_AXIS_LEFTY

    Left stick Y axis. Canonical axis index 1.

  • GAME_CONTROL_AXIS_LOOK

    Looking up/down. Modal axis index 3 for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_AXIS_PAN

    Camera pan left/right. Modal axis index 2 for FLYCAM mode.

  • GAME_CONTROL_AXIS_RIGHT_TRIGGER

    Right trigger. Canonical axis index 5.

  • GAME_CONTROL_AXIS_RIGHTX

    Right stick X axis. Canonical axis index 2.

  • GAME_CONTROL_AXIS_RIGHTY

    Right stick Y axis. Canonical axis index 3.

  • GAME_CONTROL_AXIS_RISE

    Up/down movement. Modal axis index 4 for AVATAR, MOUSELOOK, and CAPTIVE modes.

  • GAME_CONTROL_AXIS_ROLL

    Camera roll. Modal axis index 5 for FLYCAM mode.

  • GAME_CONTROL_AXIS_STRAFE

    Left/right movement. Modal axis index 0 for AVATAR, MOUSELOOK, and CAPTIVE modes.

  • GAME_CONTROL_AXIS_TILT

    Camera tilt up/down. Modal axis index 3 for FLYCAM mode.

  • GAME_CONTROL_AXIS_TRUCK

    Camera lateral (left/right) movement. Modal axis index 0 for FLYCAM mode.

  • GAME_CONTROL_AXIS_TURN

    Turning left/right. Modal axis index 2 for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_AXIS_ZOOM

    Camera zoom in/out. Modal axis index 6 for AVATAR, MOUSELOOK, CAPTIVE, and FLYCAM modes.

  • GAME_CONTROL_BUTTON_ADVANCE_BACK

    Move backward. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_ADVANCE_FORWARD

    Move forward. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_CROUCH

    Crouch. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_CURSOR_BUTTON_LEFT

    Left mouse button click. Modal button for MOUSELOOK and CURSOR modes.

  • GAME_CONTROL_BUTTON_CURSOR_BUTTON_RIGHT

    Right mouse button click. Modal button for MOUSELOOK and CURSOR modes.

  • GAME_CONTROL_BUTTON_DOLLY_BACK

    Camera dolly backward. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_DOLLY_FORWARD

    Camera dolly forward. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_DPAD_DOWN

    D-pad down.

  • GAME_CONTROL_BUTTON_DPAD_LEFT

    D-pad left.

  • GAME_CONTROL_BUTTON_DPAD_RIGHT

    D-pad right.

  • GAME_CONTROL_BUTTON_DPAD_UP

    D-pad up.

  • GAME_CONTROL_BUTTON_EAST

    Right face button.

  • GAME_CONTROL_BUTTON_HOME

    Home/guide button.

  • GAME_CONTROL_BUTTON_JUMP

    Jump. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_LEFTSHOULDER

    Left shoulder/bumper button.

  • GAME_CONTROL_BUTTON_LEFTSTICK

    Left analog stick click.

  • GAME_CONTROL_BUTTON_MISC1

    Miscellaneous button 1.

  • GAME_CONTROL_BUTTON_NORTH

    Top face button.

  • GAME_CONTROL_BUTTON_PADDLE1

    Paddle button 1.

  • GAME_CONTROL_BUTTON_PADDLE2

    Paddle button 2.

  • GAME_CONTROL_BUTTON_PADDLE3

    Paddle button 3.

  • GAME_CONTROL_BUTTON_PADDLE4

    Paddle button 4.

  • GAME_CONTROL_BUTTON_PAN_LEFT

    Camera pan left. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_PAN_RIGHT

    Camera pan right. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_RESET

    Reset camera to default view. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_RIGHTSHOULDER

    Right shoulder/bumper button.

  • GAME_CONTROL_BUTTON_RIGHTSTICK

    Right analog stick click.

  • GAME_CONTROL_BUTTON_ROLL_CCW

    Roll camera counter-clockwise. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_ROLL_CW

    Roll camera clockwise. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_SELECT

    Select/back button.

  • GAME_CONTROL_BUTTON_SIT

    Toggle sitting. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_SOUTH

    Bottom face button.

  • GAME_CONTROL_BUTTON_START

    Start/menu button.

  • GAME_CONTROL_BUTTON_STRAFE_LEFT

    Strafe left. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_STRAFE_RIGHT

    Strafe right. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_TOGGLE_ALT_ZOOM

    Toggle alt-zoom. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_TOGGLE_CURSOR

    Toggle cursor mode. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_TOGGLE_FLYCAM

    Toggle flycam mode. Modal button for all modes.

  • GAME_CONTROL_BUTTON_TOGGLE_FOLLOW

    Toggle camera follow mode. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_TOGGLE_MOUSELOOK

    Toggle mouselook mode. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_TOGGLE_SPEAK

    Toggle voice speak. Modal button for AVATAR, MOUSELOOK, CAPTIVE, and CURSOR modes.

  • GAME_CONTROL_BUTTON_TOUCHPAD

    Touchpad click.

  • GAME_CONTROL_BUTTON_TRUCK_LEFT

    Camera truck left. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_TRUCK_RIGHT

    Camera truck right. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_WEST

    Left face button.

  • GAME_CONTROL_BUTTON_ZOOM_IN

    Zoom camera in. Modal button for FLYCAM mode.

  • GAME_CONTROL_BUTTON_ZOOM_OUT

    Zoom camera out. Modal button for FLYCAM mode.

  • GAME_CONTROL_MODE_AVATAR
  • GAME_CONTROL_MODE_CAPTIVE
  • GAME_CONTROL_MODE_CURSOR
  • GAME_CONTROL_MODE_FLYCAM
  • GAME_CONTROL_MODE_MOUSELOOK
  • GCNP_RADIUS

    Used with llGetClosestNavPoint to limit how far out to search for a navigation point.

  • GCNP_STATIC

    Used with llGetClosestNavPoint to specify that the test should use the static navmesh, ignoring all dynamic obstacles.

  • GRAVITY_MULTIPLIER

    Used with llSetPhysicsMaterial to enable the gravity multiplier override. The value must be between -1.0 and +28.0.

  • HORIZONTAL

    Constant indicating that the collision capsule orientation for a pathfinding character is horizontal.

  • HTTP_ACCEPT

    Used with llHTTPRequest to override the default Accept header with custom MIME types (such as application/json, text/html, etc.). Responses with unlisted content types will return status 415.

  • HTTP_BODY_MAXLENGTH

    Sets the maximum (UTF-8 encoded) byte length of the HTTP response body. The maximum limit depends on the VM being used (Mono Max: 16384 bytes, LSO Max: 4096 bytes).

  • HTTP_BODY_TRUNCATED

    Indicates the response body truncation point in bytes.

  • HTTP_CUSTOM_HEADER

    Adds custom HTTP headers to the request (up to 8 per request). At the SLua level, provide a string-keyed table mapping header names to values; the serializer emits one HTTP_CUSTOM_HEADER/key/value triple per entry. Some default or sensitive headers are blocked for security reasons.

  • HTTP_EXTENDED_ERROR

    If set to TRUE, llHTTPRequest always returns a key. If an error occurs during the request, detailed error information (delivered in an RFC 7807 JSON block) is reported through the http_response event using that key.

  • HTTP_METHOD

    Specifies the HTTP method ('GET', 'POST', 'PUT', or 'DELETE') for the request.

  • HTTP_MIMETYPE

    Specifies the request Content-Type MIME type. Text types should define a charset (e.g., 'text/plain;charset=utf-8'). Use 'application/x-www-form-urlencoded' to emulate HTML forms.

  • HTTP_PRAGMA_NO_CACHE

    Controls whether the 'Pragma: no-cache' header is sent with the HTTP request. When SendHeader is TRUE (default), the header is sent; when FALSE, it is omitted.

  • HTTP_USER_AGENT

    Appends a custom string to the default LSL User-Agent header value. Must follow HTTP standard syntax (e.g., 'My-Script-Name/1.0'). Spaces are not allowed and will cause a script error; use hyphens instead.

  • HTTP_VERBOSE_THROTTLE

    If set to TRUE, shouts error messages to DEBUG_CHANNEL if the outgoing request rate exceeds the server limit. If FALSE, these error messages are suppressed.

  • HTTP_VERIFY_CERT

    If set to TRUE, the server's SSL certificate must be verifiable using a standard certificate authority when making HTTPS requests. If FALSE, any SSL certificate is accepted.

  • IMG_USE_BAKED_AUX1
  • IMG_USE_BAKED_AUX2
  • IMG_USE_BAKED_AUX3
  • IMG_USE_BAKED_EYES
  • IMG_USE_BAKED_HAIR
  • IMG_USE_BAKED_HEAD
  • IMG_USE_BAKED_LEFTARM
  • IMG_USE_BAKED_LEFTLEG
  • IMG_USE_BAKED_LOWER
  • IMG_USE_BAKED_SKIRT
  • IMG_USE_BAKED_UPPER
  • INVENTORY_ALL

    Used with inventory functions to specify that all types of inventory items should be retrieved.

  • INVENTORY_ANIMATION

    Used with inventory functions to filter or retrieve items of the ANIMATION type.

  • INVENTORY_BODYPART

    Used with inventory functions to filter or retrieve items of the BODYPART type.

  • INVENTORY_CLOTHING

    Used with inventory functions to filter or retrieve items of the CLOTHING type.

  • INVENTORY_GESTURE

    Used with inventory functions to filter or retrieve items of the GESTURE type.

  • INVENTORY_LANDMARK

    Used with inventory functions to filter or retrieve items of the LANDMARK type.

  • INVENTORY_MATERIAL

    Used with inventory functions to filter or retrieve items of the MATERIAL type.

  • INVENTORY_NONE

    Value returned by inventory functions indicating that the specified inventory item does not exist.

  • INVENTORY_NOTECARD

    Used with inventory functions to filter or retrieve items of the NOTECARD type.

  • INVENTORY_OBJECT

    Used with inventory functions to filter or retrieve items of the OBJECT type.

  • INVENTORY_SCRIPT

    Used with inventory functions to filter or retrieve items of the SCRIPT type.

  • INVENTORY_SETTING

    Used with inventory functions to filter or retrieve items of the SETTING type.

  • INVENTORY_SOUND

    Used with inventory functions to filter or retrieve items of the SOUND type.

  • INVENTORY_TEXTURE

    Used with inventory functions to filter or retrieve items of the TEXTURE type.

  • JSON_APPEND

    A specifier for llJsonSetValue indicating the given value should be appended to the array at the specified level. If the target value is not an array, the existing data will be overwritten and replaced by the new array.

  • JSON_ARRAY

    Used with llList2Json to indicate that the provided list should be encoded and returned as a string-serialized JSON array.

  • JSON_DELETE

    A constant used to delete a value within a JSON text string.

  • JSON_FALSE

    Return value for llJsonValueType indicating that the value at the specified address in a JSON string is a boolean FALSE.

  • JSON_INVALID

    Indicates an invalid state or parameter. Returned by llList2Json when inputs are not well-formed, by llJsonValueType for an invalid JSON type, or by llJsonGetValue when attempting to access a nonexistent location.

  • JSON_NULL

    Return value for llJsonValueType indicating that the value at the specified address in a JSON string is a JSON null.

  • JSON_NUMBER

    Return value for llJsonValueType indicating that the value at the specified address in a JSON string is a number.

  • JSON_OBJECT

    Used with llList2Json to indicate that the provided list is a strided list of key-value pairs to be encoded and returned as a JSON object.

  • JSON_STRING

    Return value for llJsonValueType indicating that the value at the specified address in a JSON string is a string.

  • JSON_TRUE

    Return value for llJsonValueType indicating that the value at the specified address in a JSON string is a boolean TRUE.

  • KFM_CMD_PAUSE

    Command used with KFM_COMMAND in llSetKeyframedMotion to pause the keyframed motion without resetting it to the start.

  • KFM_CMD_PLAY

    Command used with KFM_COMMAND in llSetKeyframedMotion to resume a motion previously stopped by KFM_CMD_STOP or paused by KFM_CMD_PAUSE.

  • KFM_CMD_STOP

    Command used with KFM_COMMAND in llSetKeyframedMotion to stop the keyframed motion and reset it to the start.

  • KFM_COMMAND

    Option flag in llSetKeyframedMotion followed by KFM_CMD_STOP, KFM_CMD_PLAY, or KFM_CMD_PAUSE to play, stop, or pause the motion.

  • KFM_DATA

    Option flag in llSetKeyframedMotion followed by a bitwise combination of KFM_TRANSLATION and KFM_ROTATION to specify keyframe data. If absent, both rotation and translation data must be provided.

  • KFM_FORWARD

    Playback mode used with KFM_MODE in llSetKeyframedMotion (default). It plays the frames sequentially from 1 to N and then stops.

  • KFM_LOOP

    Playback mode used with KFM_MODE in llSetKeyframedMotion. It plays the frames sequentially from 1 to N, returns to the initial position, and repeats indefinitely.

  • KFM_MODE

    Option flag in llSetKeyframedMotion followed by KFM_LOOP, KFM_REVERSE, KFM_FORWARD, or KFM_PING_PONG to set the playback mode (defaults to KFM_FORWARD). Must be specified when the keyframe list is provided.

  • KFM_PING_PONG

    Playback mode used with KFM_MODE in llSetKeyframedMotion.

  • KFM_REVERSE

    Playback mode used with KFM_MODE in llSetKeyframedMotion. It plays the frames in reverse order (from N down to 1) and then stops.

  • KFM_ROTATION

    Specifies that rotation data is included in the moves list for llSetKeyframedMotion.

  • KFM_TRANSLATION

    Specifies that translation data is included in the moves list for llSetKeyframedMotion.

  • LAND_BRUSH_LARGE

    Use a large brush size (8m x 8m).

  • LAND_BRUSH_MEDIUM

    Use a medium brush size (4m x 4m)..

  • LAND_BRUSH_SMALL

    Use a small brush size (2m x 2m).

  • LAND_LEVEL

    Action used with llModifyLand to level the land at the prim's center.

  • LAND_LOWER

    Action used with llModifyLand to lower the land.

  • LAND_NOISE

    Action used with llModifyLand to randomize the terrain and make it rough.

  • LAND_RAISE

    Action used with llModifyLand to raise the land.

  • LAND_REVERT

    Action used with llModifyLand to restore the land to its baked value.

  • LAND_SMOOTH

    Action used with llModifyLand to smooth the land.

  • LINK_ALL_CHILDREN

    Refers to all child prims in the linkset (every prim except the root).

  • LINK_ALL_OTHERS

    Refers to every other prim in the linkset, excluding the prim containing the script.

  • LINK_ROOT

    Refers to the root prim of the linkset.

  • LINK_SET

    Refers to every prim in the linkset.

  • LINK_THIS

    Refers specifically to the single prim containing the running script.

  • LINKSETDATA_DELETE

    Event or flag indicating a key-value pair has been removed from the linkset datastore, either via llLinksetDataDelete or by writing an empty value.

  • LINKSETDATA_EMEMORY

    Error code indicating a key-value pair was too large to write to the linkset datastore.

  • LINKSETDATA_ENOKEY

    Error code indicating the key name supplied to a linkset datastore operation was empty.

  • LINKSETDATA_EPROTECTED

    Error code indicating the key-value pair is protected from being deleted or overwritten in the linkset datastore.

  • LINKSETDATA_MULTIDELETE

    Flag or value indicating a comma-separated list of keys has been deleted from the linkset datastore via llLinksetDataDeleteFound.

  • LINKSETDATA_NOTFOUND

    Error code indicating the specified key could not be found in the linkset datastore.

  • LINKSETDATA_NOUPDATE

    Status code indicating that the linkset datastore was not updated because the written value matched the existing stored value.

  • LINKSETDATA_OK

    Status code indicating the linkset datastore operation completed successfully.

  • LINKSETDATA_RESET

    Event or flag indicating the linkset datastore has been cleared/reset via llLinksetDataReset.

  • LINKSETDATA_UPDATE

    Event or flag indicating a key in the linkset datastore has been created or updated with a new value via llLinksetDataWrite.

  • LIST_STAT_GEOMETRIC_MEAN

    Option used with llListStatistics to calculate the geometric mean of a list of numbers.

  • LIST_STAT_MAX

    Option used with llListStatistics to find the largest number in the list.

  • LIST_STAT_MEAN

    Option used with llListStatistics to calculate the mean (average) of the numbers in the list.

  • LIST_STAT_MEDIAN

    Option used with llListStatistics to calculate the median of the numbers in the list.

  • LIST_STAT_MIN

    Option used with llListStatistics to find the smallest number in the list.

  • LIST_STAT_NUM_COUNT

    Option used with llListStatistics to determine the count of float and integer elements in the list.

  • LIST_STAT_RANGE

    Option used with llListStatistics to calculate the range (maximum value minus minimum value) of the list.

  • LIST_STAT_STD_DEV

    Option used with llListStatistics to calculate the sample standard deviation of a list of numbers.

  • LIST_STAT_SUM

    Option used with llListStatistics to calculate the sum of the numbers in the list.

  • LIST_STAT_SUM_SQUARES

    Option used with llListStatistics to calculate the sum of the squares of the numbers in the list.

  • LOOP

    Used with texture animation functions to cause the animation to loop continuously.

  • MASK_BASE

    Permissions mask option representing base permissions.

  • MASK_COMBINED

    Permissions mask option to include the object's inventory contents when calculating permissions. Can be combined with other mask flags (e.g., MASK_OWNER | MASK_COMBINED).

  • MASK_EVERYONE

    Permissions mask option representing permissions held by everyone.

  • MASK_GROUP

    Permissions mask option representing active group permissions.

  • MASK_NEXT

    Permissions mask option representing permissions the next owner will inherit.

  • MASK_OWNER

    Permissions mask option representing current owner permissions.

  • NAK

    Value returned by llGetNotecardLineSync (ASCII NAK surrounded by newlines, i.e., codes 10, 21, 10) when requested notecard data is not in the region's cache.

  • NULL_KEY

    A special string constant used as a null or empty key value.

  • OBJECT_ACCOUNT_LEVEL

    Flag used with llGetObjectDetails to retrieve an avatar's account level. Returns 0 for Basic, 1 for Premium, 5 for Plus, 10 for Premium Plus, or -1 if the target is not an avatar.

  • OBJECT_ANIMATED_COUNT

    Flag used with llGetObjectDetails. For an object, returns a boolean indicating if the root is set as 'Animated Mesh'. For an agent, returns the total number of 'Animated Mesh' attachments worn.

  • OBJECT_ANIMATED_SLOTS_AVAILABLE

    Flag used with llGetObjectDetails to get the avatar's available 'Animated Mesh' attachment slot count (returns 0 if the ID is not an avatar).

  • OBJECT_ATTACHED_POINT

    Flag used with llGetObjectDetails. Returns the integer attachment point matching an ATTACH_* constant, or 0 if the target is not an attachment (e.g., an avatar or unattached object).

  • OBJECT_ATTACHED_SLOTS_AVAILABLE

    Flag used with llGetObjectDetails to get an avatar's available attachment slot count. Returns 0 if the ID is not an avatar or if no slots are available.

  • OBJECT_BODY_SHAPE_TYPE

    Flag used with llGetObjectDetails to retrieve a float representing the gender/sex setting of an avatar's shape (0.0 is standard female, 1.0 is standard male, and values greater than or equal to 0.5 are considered male). Returns -1.0 if not an avatar or if no data is available.

  • OBJECT_CHARACTER_TIME

    Flag used with llGetObjectDetails to get the average CPU time (in seconds) spent on navigation if the target is a pathfinding character. Returns 0 for non-characters.

  • OBJECT_CLICK_ACTION

    Flag used with llGetObjectDetails to get the click action of a prim. Returns an integer corresponding to a CLICK_ACTION_* constant (default is 0).

  • OBJECT_CREATION_TIME

    Flag used with llGetObjectDetails to get the object's creation time (established via build-menu rezzing or mesh uploads, not via inventory/script rezzes, copying, or modifying). Returns an empty string for avatars.

  • OBJECT_CREATOR

    Flag used with llGetObjectDetails to get the key of the prim's creator. Returns NULL_KEY if the ID is an avatar.

  • OBJECT_DAMAGE

    Flag used with llGetObjectDetails to retrieve the amount of damage a prim inflicts upon collision.

  • OBJECT_DAMAGE_TYPE

    Flag used with llGetObjectDetails to retrieve the type of damage a prim inflicts on collision. Returns an integer matching a DAMAGE_TYPE_* constant, a custom type, or a value repurposed by a combat system.

  • OBJECT_DESC

    Flag used with llGetObjectDetails to retrieve the prim's description. Returns an empty string if the ID is an avatar.

  • OBJECT_GROUP

    Flag used with llGetObjectDetails to get the prim's group key. Returns NULL_KEY if the target is an avatar (which means a workaround is required to get an avatar's active group).

  • OBJECT_GROUP_TAG

    Flag used with llGetObjectDetails to get an avatar's active group tag/title. Returns an empty string if the target is not an avatar.

  • OBJECT_HEALTH

    Flag used with llGetObjectDetails to retrieve the current health value of an avatar or prim.

  • OBJECT_HOVER_HEIGHT

    Flag used with llGetObjectDetails to get the dynamic hover height of an avatar (default is 0.0). Returns 0.0 if not an avatar or if no data is available; does not reflect the shape's 'Hover' slider.

  • OBJECT_LAST_OWNER_ID

    Flag used with llGetObjectDetails to get the key of the previous owner. For group-owned objects, returns the avatar who deeded it. Returns NULL_KEY for avatars, untransferred objects, or objects taken to inventory and re-rezzed.

  • OBJECT_LINK_NUMBER

    Flag used with llGetObjectDetails to get the index of the prim within its linkset, or 0 if unlinked.

  • OBJECT_LOCKED

    Flag used with llGetObjectDetails to get a boolean, indicating if the object is locked.

  • OBJECT_MASS

    Flag used with llGetObjectDetails to retrieve the total mass (in kilograms) of the object's linkset.

  • OBJECT_MATERIAL

    Flag used with llGetObjectDetails to retrieve the physics material of the object, returning an integer matching a PRIM_MATERIAL_* constant.

  • OBJECT_NAME

    Flag used with llGetObjectDetails to get the prim's name, or the legacy name if the target is an avatar.

  • OBJECT_OMEGA

    Flag used with llGetObjectDetails to get the rotational (angular) velocity of an object in radians per second.

  • OBJECT_OWNER

    Flag used with llGetObjectDetails to get the owner's key. If the target is an avatar, their own key is returned. If group-owned, it returns NULL_KEY.

  • OBJECT_PATHFINDING_TYPE

    Flag used with llGetObjectDetails to get the pathfinding setting of an object in the region, returning an integer matching an OPT_* constant.

  • OBJECT_PERMS

    Flag used with llGetObjectDetails to retrieve the permissions of the object as five integers.

  • OBJECT_PERMS_COMBINED

    Flag used with llGetObjectDetails to retrieve the permissions of the object combined with all of its inventory items as five integers.

  • OBJECT_PHANTOM

    Flag used with llGetObjectDetails to get a boolean indicating if phantom is enabled on the object. Returns 0 if the target is an avatar or attachment.

  • OBJECT_PHYSICS

    Flag used with llGetObjectDetails to get a boolean indicating if physics is enabled on the object. Returns 0 if the target is an avatar or attachment.

  • OBJECT_PHYSICS_COST

    Flag used with llGetObjectDetails to get the physics cost of the object.

  • OBJECT_POS

    Flag used with llGetObjectDetails to get the prim's position in region coordinates. For an avatar outside the region, the returned position is relative to the script's region.

  • OBJECT_PRIM_COUNT

    Flag used with llGetObjectDetails to get the prim count of the object. Note that the script and target object must be owned by the same owner.

  • OBJECT_PRIM_EQUIVALENCE

    Flag used with llGetObjectDetails to get the prim equivalence of the object.

  • OBJECT_RENDER_WEIGHT

    Flag used with llGetObjectDetails to get the render weight (Avatar Rendering Cost) of an avatar based on viewer reports. Returns 0 for objects, -1 if unknown, and is capped at 500,000.

  • OBJECT_RETURN_PARCEL

    Scope flag used with llReturnObjectsByOwner to return all objects on the same parcel as the script owned by the specified owner. Requires the script owner to be an estate manager or the parcel owner.

  • OBJECT_RETURN_PARCEL_OWNER

    Scope flag used with llReturnObjectsByOwner to return all objects owned by the specified owner that are located on parcels owned by the script's owner.

  • OBJECT_RETURN_REGION

    Scope flag used with llReturnObjectsByOwner to return all objects in the region owned by the specified owner. Only works if the script is owned by the estate owner or an estate manager.

  • OBJECT_REZ_TIME

    Flag used with llGetObjectDetails to retrieve the timestamp of when the object was rezzed.

  • OBJECT_REZZER_KEY

    Flag used with llGetObjectDetails to retrieve the key of the object or avatar that rezzed the target object.

  • OBJECT_ROOT

    Flag used with llGetObjectDetails to get the ID of the root prim. For an avatar, returns the root prim of the linkset they are sitting on (or the avatar's own ID if not sitting).

  • OBJECT_ROT

    Flag used with llGetObjectDetails to get the prim's rotation.

  • OBJECT_RUNNING_SCRIPT_COUNT

    Flag used with llGetObjectDetails to get the total number of running scripts attached to the target object or agent.

  • OBJECT_SCALE

    Flag used with llGetObjectDetails to get the size (scale) of the object.

  • OBJECT_SCRIPT_MEMORY

    Flag used with llGetObjectDetails to get the allocated script memory (or its upper limit) in bytes for the object or agent. This value is recomputed every 10-20 seconds.

  • OBJECT_SCRIPT_TIME

    Flag used with llGetObjectDetails to get the average script CPU time (in seconds) used per frame. Reports a 30-minute average, or the average since entering the region if present for less than 30 minutes.

  • OBJECT_SELECT_COUNT

    Flag used with llGetObjectDetails to get the total number of agents/avatars actively selecting any link in the object. Returns 0 if the target is an avatar.

  • OBJECT_SERVER_COST

    Flag used with llGetObjectDetails to get the server cost of the object.

  • OBJECT_SIT_COUNT

    Flag used with llGetObjectDetails to get the total number of agents sitting on any links in the object. Returns 0 if the target is an avatar.

  • OBJECT_STREAMING_COST

    Flag used with llGetObjectDetails to get the streaming (download) cost of the object.

  • OBJECT_TEMP_ATTACHED

    Flag used with llGetObjectDetails to get a boolean indicating whether the object is temporarily attached.

  • OBJECT_TEMP_ON_REZ

    Flag used with llGetObjectDetails to get a boolean indicating if temporary-on-rez is enabled for the object.

  • OBJECT_TEXT

    Flag used with llGetObjectDetails to get the floating (hover) text displayed above the object.

  • OBJECT_TEXT_ALPHA

    Flag used with llGetObjectDetails to get the alpha value of the floating (hover) text displayed above the object.

  • OBJECT_TEXT_COLOR

    Flag used with llGetObjectDetails to get the color vector of the floating (hover) text displayed above the object.

  • OBJECT_TOTAL_INVENTORY_COUNT

    Flag used with llGetObjectDetails to get the total number of inventory items inside the object. Requires the script and target object to share the same owner.

  • OBJECT_TOTAL_SCRIPT_COUNT

    Flag used with llGetObjectDetails to get the total number of scripts (both running and stopped) attached to the target object or agent.

  • OBJECT_UNKNOWN_DETAIL

    Flag returned by llGetObjectDetails when an invalid flag is requested.

  • OBJECT_VELOCITY

    Flag used with llGetObjectDetails to get the velocity vector of the target object.

  • OBJECT_VOLUME_DETECT

    Flag used with llGetObjectDetails to get a boolean, indicating if the object is VolumeDetect.

  • OPT_AVATAR

    Returned for avatars.

  • OPT_CHARACTER

    Returned for pathfinding characters.

  • OPT_EXCLUSION_VOLUME

    Returned for exclusion volumes.

  • OPT_LEGACY_LINKSET

    Returned for movable obstacles, movable phantoms, physical, and volumedetect objects.

  • OPT_MATERIAL_VOLUME

    Returned for material volumes.

  • OPT_OTHER

    Returned for attachments, Linden trees, and grass.

  • OPT_STATIC_OBSTACLE

    Returned for static obstacles.

  • OPT_WALKABLE

    Returned for walkable objects.

  • OVERRIDE_GLTF_BASE_ALPHA

    GLTF override setting used with llSetLinkGLTFOverrides to set the alpha for the face(s). Only impacts rendering when the alpha mode is set to PRIM_GLTF_ALPHA_MODE_BLEND.

  • OVERRIDE_GLTF_BASE_ALPHA_MASK

    GLTF override setting used with llSetLinkGLTFOverrides to set the alpha cutoff level on the face(s) when the alpha mode is set to mask.

  • OVERRIDE_GLTF_BASE_ALPHA_MODE

    GLTF override setting used with llSetLinkGLTFOverrides to set the alpha mode on the face(s) to one of the valid blend modes.

  • OVERRIDE_GLTF_BASE_COLOR_FACTOR

    GLTF override setting used with llSetLinkGLTFOverrides to set the tinting color (specified in linear RGB) used for the base color. Use llsRGB2Linear to convert colors from Blinn-Phong to PBR.

  • OVERRIDE_GLTF_BASE_DOUBLE_SIDED

    GLTF override setting used with llSetLinkGLTFOverrides. If set to TRUE, the texture on the face(s) will be rendered as double-sided.

  • OVERRIDE_GLTF_EMISSIVE_FACTOR

    GLTF override setting used with llSetLinkGLTFOverrides to set the tint (specified in linear RGB) used for the emissive texture on the face(s).

  • OVERRIDE_GLTF_METALLIC_FACTOR

    GLTF override setting used with llSetLinkGLTFOverrides to adjust the metallic factor on the specified face(s) to a value between 0 and 1.

  • OVERRIDE_GLTF_ROUGHNESS_FACTOR

    GLTF override setting used with llSetLinkGLTFOverrides to adjust the roughness factor on the specified face(s) to a value between 0 and 1.

  • PARCEL_COUNT_GROUP

    Used with llGetParcelPrimCount to get the total land impact of objects not owned by the parcel owner but set to or owned by the parcel's group.

  • PARCEL_COUNT_OTHER

    Used with llGetParcelPrimCount to get the land impact of all objects that are neither owned by the parcel owner nor set to or owned by the parcel's group.

  • PARCEL_COUNT_OWNER

    Used with llGetParcelPrimCount to get the total land impact of objects owned by the parcel owner.

  • PARCEL_COUNT_SELECTED

    Used with llGetParcelPrimCount to get the total land impact of all objects currently selected or sat on.

  • PARCEL_COUNT_TEMP

    Used with llGetParcelPrimCount to get the total land impact of temporary (temp-on-rez) objects.

  • PARCEL_COUNT_TOTAL

    Used with llGetParcelPrimCount to get the total land impact of all objects on the parcel(s), excluding temporary (temp-on-rez) objects.

  • PARCEL_DETAILS_AREA

    Flag used with llGetParcelDetails to retrieve the parcel's area in square meters (sqm).

  • PARCEL_DETAILS_DESC

    Flag used with llGetParcelDetails to retrieve the description of the parcel (up to 127 characters).

  • PARCEL_DETAILS_FLAGS

    Flag used with llGetParcelDetails to retrieve the parcel flags set on this parcel (see llGetParcelFlags for listings and meanings).

  • PARCEL_DETAILS_GROUP

    Flag used with llGetParcelDetails to retrieve the parcel group's 36-character key.

  • PARCEL_DETAILS_ID

    Flag used with llGetParcelDetails to retrieve the parcel's 36-character UUID/key.

  • PARCEL_DETAILS_LANDING_LOOKAT

    Flag used with llGetParcelDetails to retrieve the lookat vector set for the landing point (teleport routing) on this parcel, if any.

  • PARCEL_DETAILS_LANDING_POINT

    Flag used with llGetParcelDetails to retrieve the landing point vector set for this parcel, if any.

  • PARCEL_DETAILS_NAME

    Flag used with llGetParcelDetails to retrieve the name of the parcel (up to 63 characters).

  • PARCEL_DETAILS_OWNER

    Flag used with llGetParcelDetails to retrieve the parcel owner's 36-character key.

  • PARCEL_DETAILS_PRIM_CAPACITY

    Flag used with llGetParcelDetails to retrieve the total prim capacity on this and all same-owner parcels, sim-wide (see llGetParcelMaxPrims for same-parcel-only and/or sim-wide reporting).

  • PARCEL_DETAILS_PRIM_USED

    Flag used with llGetParcelDetails to retrieve the total prim usage on this and all same-owner parcels, sim-wide (see llGetParcelPrimCount to get prim counts by owner, group, or temporary status).

  • PARCEL_DETAILS_SCRIPT_DANGER

    Flag used with llGetParcelDetails to check if the script is in danger (due to restrictions that impact script execution) on the indicated parcel; see llScriptDanger.

  • PARCEL_DETAILS_SEE_AVATARS

    Flag used with llGetParcelDetails to retrieve the 'See and chat with residents on this parcel' avatar visibility setting.

  • PARCEL_DETAILS_TP_ROUTING

    Flag used with llGetParcelDetails to retrieve the teleport routing setting for this parcel (0 = TP_ROUTING_BLOCKED, 1 = TP_ROUTING_LANDINGP, 2 = TP_ROUTING_FREE; rules are only enforced if a landing point is set).

  • PARCEL_FLAG_ALLOW_ALL_OBJECT_ENTRY

    Flag used with llGetParcelFlags to check if the parcel allows all objects to enter.

  • PARCEL_FLAG_ALLOW_CREATE_GROUP_OBJECTS

    Flag used with llGetParcelFlags to check if group members or scripts in group-deeded objects are allowed to create/rez objects on the parcel.

  • PARCEL_FLAG_ALLOW_CREATE_OBJECTS

    Flag used with llGetParcelFlags to check if the parcel allows anyone to create objects.

  • PARCEL_FLAG_ALLOW_DAMAGE

    Flag used with llGetParcelFlags to check if damage is enabled on the parcel.

  • PARCEL_FLAG_ALLOW_FLY

    Flag used with llGetParcelFlags to check if flying is allowed on the parcel.

  • PARCEL_FLAG_ALLOW_GROUP_OBJECT_ENTRY

    Flag used with llGetParcelFlags to check if the parcel restricts object entry to only group-owned and owner-owned objects.

  • PARCEL_FLAG_ALLOW_GROUP_SCRIPTS

    Flag used with llGetParcelFlags to check if the parcel allows scripts owned by the parcel's group to run.

  • PARCEL_FLAG_ALLOW_LANDMARK

    Flag used with llGetParcelFlags to check if the parcel allows landmarks to be created.

  • PARCEL_FLAG_ALLOW_SCRIPTS

    Flag used with llGetParcelFlags to check if scripts (including outside scripts) are allowed to run on the parcel.

  • PARCEL_FLAG_ALLOW_TERRAFORM

    Flag used with llGetParcelFlags to check if the parcel allows anyone to terraform the land.

  • PARCEL_FLAG_LOCAL_SOUND_ONLY

    Flag used with llGetParcelFlags to check if the parcel restricts spatialized sounds to the parcel (preventing outside sound from being heard inside).

  • PARCEL_FLAG_RESTRICT_PUSHOBJECT

    Flag used with llGetParcelFlags to check if the parcel restricts the use of llPushObject by non-owners (or non-group officers if group-owned).

  • PARCEL_FLAG_USE_ACCESS_GROUP

    Flag used with llGetParcelFlags to check if the parcel limits access to group members.

  • PARCEL_FLAG_USE_ACCESS_LIST

    Flag used with llGetParcelFlags to check if the parcel limits access to a specific list of residents (avatars).

  • PARCEL_FLAG_USE_BAN_LIST

    Flag used with llGetParcelFlags to check if the parcel uses a ban list (including restricting access based on payment information).

  • PARCEL_FLAG_USE_LAND_PASS_LIST

    Flag used with llGetParcelFlags to check if the parcel restricts access via purchasable land passes (sold for L$).

  • PARCEL_MEDIA_COMMAND_AGENT

    Command used with llParcelMediaCommandList to apply the specified media command to the designated agent only.

  • PARCEL_MEDIA_COMMAND_AUTO_ALIGN

    Command used with llParcelMediaCommandList to toggle or set the parcel media option 'Auto scale content'.

  • PARCEL_MEDIA_COMMAND_DESC

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel media description.

  • PARCEL_MEDIA_COMMAND_LOOP

    Command used with llParcelMediaCommandList to start the media stream playing from the current frame and have it loop back to the beginning when it reaches the end.

  • PARCEL_MEDIA_COMMAND_LOOP_SET

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel's media looping variable or loop duration (which may have functionality limitations; see VWR-19712).

  • PARCEL_MEDIA_COMMAND_PAUSE

    Command used with llParcelMediaCommandList to pause the media stream on the current frame.

  • PARCEL_MEDIA_COMMAND_PLAY

    Command used with llParcelMediaCommandList to play the media stream from its current frame, stopping when the end is reached.

  • PARCEL_MEDIA_COMMAND_SIZE

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel media pixel resolution.

  • PARCEL_MEDIA_COMMAND_STOP

    Command used with llParcelMediaCommandList to stop the media stream and rewind it to the first frame.

  • PARCEL_MEDIA_COMMAND_TEXTURE

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel's media texture.

  • PARCEL_MEDIA_COMMAND_TIME

    Command used with llParcelMediaCommandList to jump to a specific timestamp in the media stream, specified in floating-point seconds.

  • PARCEL_MEDIA_COMMAND_TYPE

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel media MIME type (e.g., 'text/html').

  • PARCEL_MEDIA_COMMAND_UNLOAD

    Command used with llParcelMediaCommandList to completely unload the media and restore the face's original texture.

  • PARCEL_MEDIA_COMMAND_URL

    Command used with llParcelMediaCommandList or llParcelMediaQuery to get or set the parcel's media URL.

  • PARCEL_SALE_AGENT

    Option used with llSetParcelForSale to specify the agent ID authorized to buy the parcel. If none is set, any agent can purchase it.

  • PARCEL_SALE_ERROR_BAD_PARAMS

    Error code indicating the parameters provided to set the parcel sale information are invalid.

  • PARCEL_SALE_ERROR_IN_ESCROW

    Error code indicating the parcel is in escrow and cannot be put up for sale.

  • PARCEL_SALE_ERROR_INVALID_PRICE

    Error code indicating the specified parcel price is invalid (e.g., less than or equal to 0).

  • PARCEL_SALE_ERROR_NO_PARCEL

    Error code indicating the parcel could not be found.

  • PARCEL_SALE_ERROR_NO_PERMISSIONS

    Error code indicating the script lacks the required permissions to set the parcel sale information.

  • PARCEL_SALE_OBJECTS

    Option used with llSetParcelForSale. If set to TRUE, objects on the parcel are included in the sale.

  • PARCEL_SALE_OK

    Status code indicating the parcel sale information was successfully set.

  • PARCEL_SALE_PRICE

    Option used with llSetParcelForSale to set the parcel price. If no authorized agent is set, the price must be greater than 0.

  • PASS_ALWAYS

    Used with event-passing functions (e.g., llPassTouches, llPassCollisions) to ensure events are always passed from the child prim to the root prim, regardless of whether they are handled by child script handlers.

  • PASS_IF_NOT_HANDLED

    Used with event-passing functions (default behavior) to pass events from the child prim to the root prim only if there is no script handling the event in the child.

  • PASS_NEVER

    Used with event-passing functions to ensure events are never passed from the child prim to the root prim, regardless of whether they are handled by child script handlers.

  • PASSIVE

    Identifies static or non-moving in-world objects (which do not consume active server resources). In llDetectedType(), indicates non-physical objects. In llSensor()/llSensorRepeat() filters, searches for non-physical, non-scripted, inactive, or non-moving physical objects.

  • PATROL_PAUSE_AT_WAYPOINTS

    Option parameter for llPatrolPoints (defaults to FALSE). If TRUE, the character slows down and momentarily pauses at each waypoint. If FALSE, the character moves to the next waypoint at full speed with no pause.

  • PAY_DEFAULT

    Used with llSetPayPrice to use the default value for the specified quick pay button.

  • PAY_HIDE

    Used with llSetPayPrice to hide the specified quick pay button completely.

  • PAYMENT_INFO_ON_FILE

    Agent data flag returned by llRequestAgentData indicating if the user has payment information on file.

  • PAYMENT_INFO_USED

    Agent data flag returned by llRequestAgentData indicating if the user has ever used their payment information.

  • PERM_ALL

    Permissions mask representing a combination of move, modify, copy, and transfer permissions.

  • PERM_COPY

    Permissions mask representing copy permission.

  • PERM_MODIFY

    Permissions mask representing modify permission.

  • PERM_MOVE

    Permissions mask representing move permission.

  • PERM_TRANSFER

    Permissions mask representing transfer permission.

  • PERMISSION_ATTACH

    Runtime permission that allows the script to successfully attach to or detach from the agent using llAttachToAvatar.

  • PERMISSION_CHANGE_LINKS

    Runtime permission that allows the script to successfully create, break, or modify links to other objects using llCreateLink, llBreakLink, or llBreakAllLinks.

  • PERMISSION_CONTROL_CAMERA

    Runtime permission that allows the script to control the agent's camera. The agent must be sitting on or attached to the object, and permission is automatically revoked on standing up or detaching.

  • PERMISSION_DEBIT

    Runtime permission that allows the script to successfully call llGiveMoney or llTransferLindenDollars to debit the owner's account.

  • PERMISSION_GAME_CONTROL
  • PERMISSION_OVERRIDE_ANIMATIONS

    Runtime permission that allows the script to configure and override default animations on the agent.

  • PERMISSION_PRIVILEGED_LAND_ACCESS

    Runtime permission that grants the script privileged access to land parcel functions, which is required to use llSetParcelForSale.

  • PERMISSION_RETURN_OBJECTS

    Runtime permission required to use the llReturnObjectsByID and llReturnObjectsByOwner functions to return objects from parcels.

  • PERMISSION_SILENT_ESTATE_MANAGEMENT

    Runtime permission that allows the script to manage estate access rules via llManageEstateAccess without notifying the object owner of the changes.

  • PERMISSION_TAKE_CONTROLS

    Runtime permission that allows the script to successfully call the llTakeControls function to intercept the agent's controls.

  • PERMISSION_TELEPORT

    Runtime permission required to teleport the agent using the llTeleportAgent function.

  • PERMISSION_TRACK_CAMERA

    Runtime permission that allows the script to track the agent's camera position and rotation.

  • PERMISSION_TRIGGER_ANIMATION

    Runtime permission that allows the script to start or stop animations on the agent (such as using llStartAnimation).

  • PI

    Mathematical constant pi, representing the number of radians in a half circle (semi-circle). When used in sensor functions, it specifies a full sphere scan.

  • PI_BY_TWO

    Mathematical constant pi/2, representing the number of radians in a quarter circle. When used in sensor functions, it specifies a hemisphere scan.

  • PING_PONG

    Used with texture animation functions to cause the animation to play forward first, and then in reverse.

  • PRIM_ALLOW_UNSIT

    Prim parameter for allowing or restricting manual standing for avatars seated on this prim within a valid experience. Ignored if the avatar was not seated via llSitOnLink. When restriction is active, participating seated avatars cannot manually stand or select another prim to sit on.

  • PRIM_ALPHA_MODE

    Prim parameter used to set diffuse texture alpha rendering mode attributes. Requires face, alpha_mode (PRIM_ALPHA_MODE_BLEND, _NONE, _MASK, or _EMISSIVE), and alpha_cutoff (used only for _MASK) parameters.

  • PRIM_ALPHA_MODE_BLEND

    Prim parameter setting for PRIM_ALPHA_MODE. Directs the face to use alpha blending for diffuse texture rendering (if an alpha channel exists). Also used as the default value to clear material settings from a prim face.

  • PRIM_ALPHA_MODE_EMISSIVE

    Prim parameter setting for PRIM_ALPHA_MODE. Renders the diffuse texture's alpha channel as an emissivity mask. Pixels render with an emissivity corresponding to their opacity under all lighting conditions (fully opaque pixels effectively render as 'full bright').

  • PRIM_ALPHA_MODE_MASK

    Prim parameter setting for PRIM_ALPHA_MODE. Renders the diffuse texture's alpha channel on a binary per-pixel basis; pixels more opaque than the alpha cutoff render as fully opaque, while pixels below the cutoff render as fully transparent.

  • PRIM_ALPHA_MODE_NONE

    Prim parameter setting for PRIM_ALPHA_MODE. Directs the face to ignore the alpha channel of the diffuse texture and render as completely opaque (default setting when a material face lacks an alpha channel).

  • PRIM_BUMP_BARK

    Face bump mapping setting: bark.

  • PRIM_BUMP_BLOBS

    Face bump mapping setting: petridish (blobby amoeba-like shapes).

  • PRIM_BUMP_BRICKS

    Face bump mapping setting: bricks.

  • PRIM_BUMP_BRIGHT

    Face bump mapping setting: brightness (generated from highlights).

  • PRIM_BUMP_CHECKER

    Face bump mapping setting: checker.

  • PRIM_BUMP_CONCRETE

    Face bump mapping setting: concrete.

  • PRIM_BUMP_DARK

    Face bump mapping setting: darkness (generated from lowlights).

  • PRIM_BUMP_DISKS

    Face bump mapping setting: discs (packed circles).

  • PRIM_BUMP_GRAVEL

    Face bump mapping setting: gravel.

  • PRIM_BUMP_LARGETILE

    Face bump mapping setting: stonetile (large tile).

  • PRIM_BUMP_NONE

    Face bump mapping setting: none (no bump map).

  • PRIM_BUMP_SHINY

    Prim parameter used to get or set both the shininess and bump mapping settings of a face.

  • PRIM_BUMP_SIDING

    Face bump mapping setting: siding.

  • PRIM_BUMP_STONE

    Face bump mapping setting: cutstone (blocks).

  • PRIM_BUMP_STUCCO

    Face bump mapping setting: stucco.

  • PRIM_BUMP_SUCTION

    Face bump mapping setting: suction (rings).

  • PRIM_BUMP_TILE

    Face bump mapping setting: crustytile.

  • PRIM_BUMP_WEAVE

    Face bump mapping setting: weave.

  • PRIM_BUMP_WOOD

    Face bump mapping setting: woodgrain.

  • PRIM_CLICK_ACTION

    Prim parameter followed by a CLICK_ACTION_* constant to specify the default action taken when a user clicks or touches the prim.

  • PRIM_COLLISION_SOUND

    Prim parameter to set the collision sound UUID and volume level for the prim.

  • PRIM_COLOR

    Prim parameter to get or set the Blinn-Phong color and opacity of a face. integer face – face number or ALL_SIDES vector color – color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white) float alpha – from 0.0 (clear) to 1.0 (solid) (0.0 <= alpha <= 1.0)

  • PRIM_DAMAGE

    Prim parameter used to get or set the damage amount and damage type delivered by the prim on collision.

  • PRIM_DESC

    Prim parameter [PRIM_DESC, string description] to get or set the prim's description (equivalent to llGetObjectDesc/llSetObjectDesc).

  • PRIM_FLEXIBLE

    Prim parameter to get or set the prim's flexible configuration. integer boolean – TRUE enables, FALSE disables integer softness – ranges from 0 to 3 float gravity – ranges from -10.0 to 10.0 float friction – ranges from 0.0 to 10.0 float wind – ranges from 0.0 to 10.0 float tension – ranges from 0.0 to 10.0 vector force

  • PRIM_FULLBRIGHT

    Prim parameter [PRIM_FULLBRIGHT, integer face, integer boolean] to get or set whether full-bright rendering is enabled on the specified face.

  • PRIM_GLOW

    Prim parameter [PRIM_GLOW, integer face, float intensity] to get or set the glow intensity on a face (the compiler integer value is 25 if the named constant is rejected).

  • PRIM_GLTF_ALPHA_MODE_BLEND

    GLTF alpha mode setting for PRIM_GLTF_BASE_COLOR. Renders the material with transparency (alpha blending) in linear color space. Transparency from the texture is multiplied by the material's opacity multiplier. Note: This mode can suffer from depth sorting and performance issues.

  • PRIM_GLTF_ALPHA_MODE_MASK

    GLTF alpha mode setting for PRIM_GLTF_BASE_COLOR. Renders the material as fully opaque where the alpha value is greater than the alpha cutoff, and fully transparent otherwise.

  • PRIM_GLTF_ALPHA_MODE_OPAQUE

    GLTF alpha mode setting for PRIM_GLTF_BASE_COLOR. Ignores the alpha channel entirely and renders the face material as completely opaque.

  • PRIM_GLTF_BASE_COLOR

    Prim parameter to get or set the GLTF base color override of an object's face. Requires face, texture, repeats, offsets, rotation, linear_color (in linear space; use llsRGB2Linear), alpha_mode (PRIM_GLTF_ALPHA_MODE_*), alpha_cutoff, and double_sided arguments.

  • PRIM_GLTF_EMISSIVE

    Prim parameter to get or set the GLTF emission override of a face. Requires face, texture, repeats, offsets, rotation, and emissive_tint (specified in linear space; use llsRGB2Linear).

  • PRIM_GLTF_METALLIC_ROUGHNESS

    Prim parameter to get or set the GLTF occlusion/metallic/roughness override of a face. Requires face, texture, repeats, offsets, rotation, metallic_factor, and roughness_factor arguments.

  • PRIM_GLTF_NORMAL

    Prim parameter to get or set the GLTF normal map override of a face. Requires face, texture, repeats, offsets, and rotation arguments.

  • PRIM_HEALTH

    Prim parameter used to get or set the health of the prim. Objects default to 0 health.

  • PRIM_HOLE_CIRCLE

    Parameter used with certain PRIM_TYPE_* flags to make a circular hole via the hole_shape parameter.

  • PRIM_HOLE_DEFAULT

    Parameter used with certain PRIM_TYPE_* flags to make a hole of the same shape as the outer shape via the hole_shape parameter.

  • PRIM_HOLE_SQUARE

    Parameter used with certain PRIM_TYPE_* flags to make a squarish hole via the hole_shape parameter.

  • PRIM_HOLE_TRIANGLE

    Parameter used with certain PRIM_TYPE_* flags to make a triangular hole via the hole_shape parameter.

  • PRIM_LINK_TARGET

    Prim parameter [PRIM_LINK_TARGET, integer link_target] used to get or set properties for multiple linked prims within a single primitive parameters call.

  • PRIM_MATERIAL

    Prim parameter [PRIM_MATERIAL, integer PRIM_MATERIAL_*] to get or set the prim's material. The material determines the default collision sound, sprite, friction coefficient, and restitution coefficient (elasticity) without affecting mass.

  • PRIM_MATERIAL_FLESH

    Prim material constant: flesh.

  • PRIM_MATERIAL_GLASS

    Prim material constant: glass (features very low friction).

  • PRIM_MATERIAL_METAL

    Prim material constant: metal.

  • PRIM_MATERIAL_PLASTIC

    Prim material constant: plastic.

  • PRIM_MATERIAL_RUBBER

    Prim material constant: rubber.

  • PRIM_MATERIAL_STONE

    Prim material constant: stone.

  • PRIM_MATERIAL_WOOD

    Prim material constant: wood.

  • PRIM_MEDIA_ALT_IMAGE_ENABLE

    Boolean. Gets or sets the default image state (the image a user sees before media is active) on a face. The default is specified by the server for that media type. Note: This flag is not currently implemented.

  • PRIM_MEDIA_AUTO_LOOP

    Boolean. Gets or sets whether auto-looping is enabled for the face media.

  • PRIM_MEDIA_AUTO_PLAY

    Boolean. Gets or sets whether media auto-plays when a resident is able to view it.

  • PRIM_MEDIA_AUTO_SCALE

    Boolean. Gets or sets whether auto-scaling is enabled, which forces the media to fill the entire texture size.

  • PRIM_MEDIA_AUTO_ZOOM

    Boolean. Gets or sets whether clicking the media triggers auto-zoom and auto-focus.

  • PRIM_MEDIA_CONTROLS

    Integer. Gets or sets the style of media controls (can be set to PRIM_MEDIA_CONTROLS_STANDARD or PRIM_MEDIA_CONTROLS_MINI).

  • PRIM_MEDIA_CONTROLS_MINI

    Mini web navigation controls constant; does not include an address bar.

  • PRIM_MEDIA_CONTROLS_STANDARD

    Standard web navigation controls constant.

  • PRIM_MEDIA_CURRENT_URL

    String. Gets or sets the current URL displayed on the chosen face (maximum 1024 characters). Changing this URL triggers media navigation.

  • PRIM_MEDIA_FIRST_CLICK_INTERACT

    Boolean. Gets or sets what happens when someone click on a playing, but unfocused media face: TRUE: Does the same thing a focused media face does, and forwards the click to the web browser. FALSE: Focuses the media prim so that future clicks are forwarded to the web browser. Note: Viewer settings affect this flag. It works by default on most prims.

  • PRIM_MEDIA_HEIGHT_PIXELS

    Integer. Gets or sets the height of the media in pixels.

  • PRIM_MEDIA_HOME_URL

    String. Gets or sets the home URL for the chosen face (maximum 1024 characters).

  • PRIM_MEDIA_MAX_HEIGHT_PIXELS
  • PRIM_MEDIA_MAX_URL_LENGTH
  • PRIM_MEDIA_MAX_WHITELIST_COUNT
  • PRIM_MEDIA_MAX_WHITELIST_SIZE
  • PRIM_MEDIA_MAX_WIDTH_PIXELS
  • PRIM_MEDIA_PARAM_MAX
  • PRIM_MEDIA_PERM_ANYONE
  • PRIM_MEDIA_PERM_GROUP
  • PRIM_MEDIA_PERM_NONE
  • PRIM_MEDIA_PERM_OWNER
  • PRIM_MEDIA_PERMS_CONTROL

    Integer. Gets or sets the permissions mask controlling who can see the media control bar (PRIM_MEDIA_PERM_ANYONE, _GROUP, _NONE, or _OWNER).

  • PRIM_MEDIA_PERMS_INTERACT

    Integer. Gets or sets the permissions mask controlling who can interact with the media (PRIM_MEDIA_PERM_ANYONE, _GROUP, _NONE, or _OWNER).

  • PRIM_MEDIA_WHITELIST

    Gets or sets the media whitelist as an array of URL strings (up to 64 URLs or 1024 characters, whichever comes first). At the SLua level, provide a {string} array; the serializer encodes it as an escaped, comma-separated string for the underlying LSL API.

  • PRIM_MEDIA_WHITELIST_ENABLE

    Boolean. Gets or sets whether media navigation is restricted to the URLs listed in PRIM_MEDIA_WHITELIST.

  • PRIM_MEDIA_WIDTH_PIXELS

    Integer. Gets or sets the width of the media in pixels.

  • PRIM_NAME

    Prim parameter [PRIM_NAME, string name] to get or set the prim's name (equivalent to llGetObjectName/llSetObjectName).

  • PRIM_NORMAL

    Prim parameter to get or set the Blinn-Phong normal map texture settings of a face. Requires face, texture, repeats, offsets, and rotation_in_radians arguments.

  • PRIM_OMEGA

    Prim parameter to get, set, or disable a client-side physical-like rotation (analogous to llTargetOmega). vector axis – arbitrary axis to rotate the object around float spinrate – rate of rotation in radians per second float gain – also modulates the final spinrate and disables the rotation behavior if zero

  • PRIM_PHANTOM

    Prim parameter [PRIM_PHANTOM, integer boolean] to get or set whether phantom status is enabled.

  • PRIM_PHYSICS

    Prim parameter [PRIM_PHYSICS, integer boolean] to get or set whether the object responds to Second Life physics.

  • PRIM_PHYSICS_SHAPE_CONVEX

    Physics shape type setting. Uses the convex hull of the prim shape to generate its physics representation (the default for mesh objects).

  • PRIM_PHYSICS_SHAPE_NONE

    Physics shape type setting. Directs the physics engine to ignore this prim entirely, preventing it from contributing to the linkset's physics shape. Note: Cannot be applied to the root prim.

  • PRIM_PHYSICS_SHAPE_PRIM

    Physics shape type setting. Uses the actual visible shape of the prim to determine its physics representation (the default for all non-mesh objects).

  • PRIM_PHYSICS_SHAPE_TYPE

    Prim parameter used to get or set the type of shape the physics engine uses for the prim (PRIM_PHYSICS_SHAPE_NONE, _PRIM, or _CONVEX). Mainly used for physics optimization.

  • PRIM_POINT_LIGHT

    Prim parameter to configure local lighting. Accepts color in linear space (use llsRGB2Linear to convert from sRGB). integer boolean – TRUE enables, FALSE disables vector linear_color – linear color in RGB <R, G, B&> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white) float intensity – ranges from 0.0 to 1.0 float radius – ranges from 0.1 to 20.0 float falloff – ranges from 0.01 to 2.0

  • PRIM_POS_LOCAL

    Prim parameter [PRIM_POS_LOCAL, vector position] to get or set the local position of a prim (equivalent to llGetLocalPos/llSetPos).

  • PRIM_POSITION

    Prim parameter [PRIM_POSITION, vector position] to get or set the position of the prim in region coordinates (or local coordinates depending on the script context).

  • PRIM_PROJECTOR

    Prim parameter [PRIM_PROJECTOR, string texture, float fov, float focus, float ambiance] to configure light projection settings. If the prim is not configured as a projector, the texture key will return NULL_KEY.

  • PRIM_REFLECTION_PROBE

    Prim parameter to configure the object as a custom-placed reflection probe for Image-Based Lighting (IBL). Only affects objects inside its volume of influence.

  • PRIM_REFLECTION_PROBE_BOX

    Flag option used with PRIM_REFLECTION_PROBE. When set, the reflection probe volume is a box; when unset, it defaults to a sphere.

  • PRIM_REFLECTION_PROBE_DYNAMIC

    Flag option used with PRIM_REFLECTION_PROBE. When set, the probe dynamically includes avatars in its image-based lighting reflections (which carries a rendering performance cost).

  • PRIM_REFLECTION_PROBE_MIRROR

    Flag option used with PRIM_REFLECTION_PROBE. When set, intersecting low-roughness PBR materials act as mirrors. Note: Mirrors do not reflect avatars unless PRIM_REFLECTION_PROBE_DYNAMIC is also enabled, and they carry a performance cost.

  • PRIM_RENDER_MATERIAL

    Prim parameter [PRIM_RENDER_MATERIAL, integer face, string material] to get or set face material settings. Note: Setting this clears most PRIM_GLTF_* properties on the face, except for repeats, offsets, and rotation_in_radians.

  • PRIM_ROT_LOCAL

    Prim parameter [PRIM_ROT_LOCAL, rotation local_rot] to get or set the local rotation of a prim (equivalent to llGetLocalRot/llSetLocalRot).

  • PRIM_ROTATION

    Prim parameter [PRIM_ROTATION, rotation global_rot] to get or set the global rotation of the prim (equivalent to llGetRot/llSetRot; note that setting this on child prims may be broken).

  • PRIM_SCRIPTED_SIT_ONLY

    Prim parameter restricting manual sitting on this prim. When active, sitting can only be initiated via llSitOnLink; manual sitting attempts fail. This restriction applies even outside experience-enabled regions.

  • PRIM_SCULPT_FLAG_ANIMESH

    Read-only flag for PRIM_TYPE_SCULPT to query whether the object is an Animated Mesh (Animesh).

  • PRIM_SCULPT_FLAG_INVERT

    Flag for PRIM_TYPE_SCULPT to render the sculpted prim inside-out by inverting the normals of each polygon.

  • PRIM_SCULPT_FLAG_MIRROR

    Flag for PRIM_TYPE_SCULPT to render a mirror-image of the sculpted prim, mirrored across the X-axis.

  • PRIM_SCULPT_TYPE_CYLINDER

    Sculpt type option for PRIM_TYPE_SCULPT that stitches the left side to the right to produce a cylinder-shaped sculpted prim.

  • PRIM_SCULPT_TYPE_MASK

    Bitmask used when parsing sculpted prim properties (PRIM_TYPE_SCULPT) from llGetPrimitiveParams to separate the base sculpt type from modifying flags (invert or mirror).

  • PRIM_SCULPT_TYPE_MESH

    Sculpt type option for PRIM_TYPE_SCULPT indicating the object is a uploaded Mesh model.

  • PRIM_SCULPT_TYPE_PLANE

    Sculpt type option for PRIM_TYPE_SCULPT that performs no stitching or converging, producing a flat plane-shaped sculpted prim.

  • PRIM_SCULPT_TYPE_SPHERE

    Sculpt type option for PRIM_TYPE_SCULPT that stitches the left side to the right and separately converges the top and bottom to produce a sphere-shaped sculpted prim.

  • PRIM_SCULPT_TYPE_TORUS

    Sculpt type option for PRIM_TYPE_SCULPT that stitches top-to-bottom and left-to-right to produce a torus-shaped sculpted prim.

  • PRIM_SHINY_HIGH

    Sets the highest intensity legacy face shininess setting.

  • PRIM_SHINY_LOW

    Sets the lowest intensity legacy face shininess setting.

  • PRIM_SHINY_MEDIUM

    Sets a medium intensity legacy face shininess setting.

  • PRIM_SHINY_NONE

    Disables the legacy face shininess setting.

  • PRIM_SIT_FLAGS

    Prim parameter used to get or set sit-related flags currently active on the prim.

  • PRIM_SIT_TARGET

    Prim parameter [PRIM_SIT_TARGET, integer boolean, vector offset, rotation rot] to get or set the prim's sit target. Setting the boolean to FALSE deactivates the target. Unlike llLinkSitTarget, offset <0.0, 0.0, 0.0> can be explicitly set.

  • PRIM_SIZE

    Prim parameter [PRIM_SIZE, vector size] to get or set the prim's physical dimensions (equivalent to llGetScale/llSetScale).

  • PRIM_SLICE

    Prim parameter [PRIM_SLICE, vector slice] to get or set the prim's slice values (a shape attribute equivalent to advanced cut).

  • PRIM_SPECULAR

    Prim parameter to get or set the Blinn-Phong specular map texture settings of a face. Requires face, texture, repeats, offsets, rotation_in_radians, color, glossy, and environment arguments.

  • PRIM_TEMP_ON_REZ

    Prim parameter used to get or set the object's temporary status. Temporary objects live until the next garbage collection cycle (about 1 minute), do not count against normal prim limits, but are subject to regional limits.

  • PRIM_TEXGEN

    Prim parameter [PRIM_TEXGEN, integer face, integer mode] to get or set the texture mapping mode of the face.

  • PRIM_TEXGEN_DEFAULT

    Texture mapping mode setting for PRIM_TEXGEN. Specifies that texture repeat units are measured in texture repeats per face.

  • PRIM_TEXGEN_PLANAR

    Texture mapping mode setting for PRIM_TEXGEN. Specifies that texture repeat units are measured in repeats per half-meter (unlike the in-world editor, which measures in repeats per meter).

  • PRIM_TEXT

    Prim parameter [PRIM_TEXT, string text, vector color, float alpha] to get or set the object's floating/hover text (equivalent to llSetText).

  • PRIM_TEXTURE

    Prim parameter [PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians] to get or set the Blinn-Phong diffuse texture settings of a face.

  • PRIM_TYPE

    Prim parameter used to get or set the geometric shape type (PRIM_TYPE_*) and its associated parameters.

  • PRIM_TYPE_BOX

    Shape parameter for PRIM_TYPE used to define the prim as a box and configure its shape properties.

  • PRIM_TYPE_CYLINDER

    Shape parameter for PRIM_TYPE used to define the prim as a cylinder and configure its shape properties.

  • PRIM_TYPE_PRISM

    Shape parameter for PRIM_TYPE used to define the prim as a prism and configure its shape properties.

  • PRIM_TYPE_RING

    Shape parameter for PRIM_TYPE used to define the prim as a ring and configure its shape properties.

  • PRIM_TYPE_SCULPT

    Shape parameter for PRIM_TYPE used to define the prim as a sculpted prim (sculpty) or mesh of a specific type.

  • PRIM_TYPE_SPHERE

    Shape parameter for PRIM_TYPE used to define the prim as a sphere and configure its shape properties.

  • PRIM_TYPE_TORUS

    Shape parameter for PRIM_TYPE used to define the prim as a torus and configure its shape properties.

  • PRIM_TYPE_TUBE

    Shape parameter for PRIM_TYPE used to define the prim as a tube and configure its shape properties.

  • PROFILE_NONE

    Disables script profiling.

  • PROFILE_SCRIPT_MEMORY

    Enables script memory profiling, tracking the maximum amount of memory consumed while it is active.

  • PSYS_PART_BF_DEST_COLOR

    Scales the RGBA values by the RGBA values of the destination.

  • PSYS_PART_BF_ONE

    PSYS_PART_BF_ONE

  • PSYS_PART_BF_ONE_MINUS_DEST_COLOR

    Scales the RGBA values by the inverted RGBA values of the destination.

  • PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA

    Scales the RGBA values by the inverted alpha values of the particle source.

  • PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR

    Scales the RGBA values by the inverted RGBA values of the particle source.

  • PSYS_PART_BF_SOURCE_ALPHA

    Scales the RGBA values by the alpha values of the particle source.

  • PSYS_PART_BF_SOURCE_COLOR

    Scales the RGBA values by the RGBA values of the particle source.

  • PSYS_PART_BF_ZERO

    Zeros out the source or destination RGBA values.

  • PSYS_PART_BLEND_FUNC_DEST

    Integer parameter defining the destination blending function.

  • PSYS_PART_BLEND_FUNC_SOURCE

    Integer parameter defining the source blending function.

  • PSYS_PART_BOUNCE_MASK

    Particle flag causing particles to bounce off a plane at the emitter object's Z height.

  • PSYS_PART_EMISSIVE_MASK

    Particle flag that makes particles full-bright and unaffected by global lighting (sunlight). Otherwise, particles are lit by current global lighting or local point lights.

  • PSYS_PART_END_ALPHA

    Float parameter that determines the ending alpha (transparency) of the particles.

  • PSYS_PART_END_COLOR

    Vector parameter <r, g, b> that determines the ending color of the particles.

  • PSYS_PART_END_GLOW

    Float parameter that determines the ending glow value of the particles.

  • PSYS_PART_END_SCALE

    Vector parameter <sx, sy, z> defining the ending size of the particle billboard in meters (z-axis value is ignored).

  • PSYS_PART_FLAGS

    Integer bitfield parameter specifying the simulation flags for emitted particles. Multiple flags can be combined using bitwise OR (|).

  • PSYS_PART_FOLLOW_SRC_MASK

    Particle flag causing particle positions to remain relative to the position and movement of the emitter. Enabling this flag disables the PSYS_SRC_BURST_RADIUS rule.

  • PSYS_PART_FOLLOW_VELOCITY_MASK

    Particle flag causing particles to rotate and orient their vertical 'top' toward their direction of movement or emission. Otherwise, they remain vertically oriented with the top of the texture facing up.

  • PSYS_PART_INTERP_COLOR_MASK

    Particle flag causing the particle's color and alpha to smoothly interpolate from their START values to their END values over its lifetime.

  • PSYS_PART_INTERP_SCALE_MASK

    Particle flag causing the particle's size/scale to transition from its START setting to its END setting over its lifetime.

  • PSYS_PART_MAX_AGE

    Float parameter specifying the lifetime (age in seconds) of an individual particle before it dies.

  • PSYS_PART_RIBBON_MASK

    Particle flag that joins emitted particles into a continuous ribbon strip. Textures stretch to join adjacent edges. Width is controlled by the 'x' start/end scale; 'y' controls maximum visibility distance. Ribbon segments are not camera-facing, mimic the emitter's Z-axis, and require horizontal movement to render.

  • PSYS_PART_START_ALPHA

    Float parameter that determines the starting alpha (transparency) of the particles.

  • PSYS_PART_START_COLOR

    Vector parameter <r, g, b> that determines the starting color of the particles.

  • PSYS_PART_START_GLOW

    Float parameter that determines the starting glow value of the particles.

  • PSYS_PART_START_SCALE

    Vector parameter <sx, sy, z> defining the starting size of the particle billboard in meters (z-axis value is ignored).

  • PSYS_PART_TARGET_LINEAR_MASK

    Particle flag causing emitted particles to move in a straight, evenly-spaced line toward the PSYS_SRC_TARGET_KEY target. Ignores non-DROP patterns, radius, burst speeds, angles, omega, acceleration, and wind. Combining with bounce while target is below emitter deflects particles upward.

  • PSYS_PART_TARGET_POS_MASK

    Particle flag causing emitted particles to change course and travel toward the target specified by PSYS_SRC_TARGET_KEY during their lifetime. If no valid or reachable target is set, particles target the emitting prim itself.

  • PSYS_PART_WIND_MASK

    Particle flag that applies wind as a secondary force on the particles, damping their velocity toward the wind velocity.

  • PSYS_SRC_ACCEL

    Vector parameter <x, y, z> specifying the constant acceleration to apply to particles.

  • PSYS_SRC_ANGLE_BEGIN

    Float parameter specifying the angle in radians where particles will not be created (for ANGLE patterns).

  • PSYS_SRC_ANGLE_END

    Float parameter specifying the ending angle in radians to be filled with particles (for ANGLE patterns). If smaller than angle_begin, their roles are swapped.

  • PSYS_SRC_BURST_PART_COUNT

    Integer parameter specifying the number of particles to release in each burst.

  • PSYS_SRC_BURST_RADIUS

    Float parameter specifying the radial distance from the emitter's center at which particles are created.

  • PSYS_SRC_BURST_RATE

    Float parameter specifying the interval in seconds between particle bursts.

  • PSYS_SRC_BURST_SPEED_MAX

    Float parameter specifying the maximum initial speed of emitted particles.

  • PSYS_SRC_BURST_SPEED_MIN

    Float parameter specifying the minimum initial speed of emitted particles.

  • PSYS_SRC_INNERANGLE

    Float parameter specifying the inner angle of the arc for ANGLE or ANGLE_CONE patterns. The specified inner area will not contain particles.

  • PSYS_SRC_MAX_AGE

    Float parameter specifying the active duration of the particle system in seconds (0.0 means forever).

  • PSYS_SRC_OMEGA

    Vector parameter setting the angular velocity used to rotate the emission axis for ANGLE and ANGLE_CONE patterns.

  • PSYS_SRC_OUTERANGLE

    Float parameter specifying the outer angle of the arc for ANGLE or ANGLE_CONE patterns. The area between the outer and inner angles is filled with particles.

  • PSYS_SRC_PATTERN

    Integer parameter specifying the generation pattern (PSYS_SRC_PATTERN_*) used to emit particles.

  • PSYS_SRC_PATTERN_ANGLE

    Emission pattern that sprays particles outward in a flat circular, semi-circular, arc, or ray-shaped 2D area (around the prim's local X-axis) as defined by the start/end and inner/outer angle parameters.

  • PSYS_SRC_PATTERN_ANGLE_CONE

    Emission pattern that sprays particles outward in a 3D spherical, conical, or ring-shaped area defined by the start/end and inner/outer angle parameters. Can emulate the EXPLODE pattern if angles are set to 0.0 and PI.

  • PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY

    Incomplete emission pattern that behaves identically to the DROP pattern. Intended to invert the ANGLE parameters to define an empty area where particles are not sprayed.

  • PSYS_SRC_PATTERN_DROP

    Emission pattern that drops particles at the source position with no initial velocity. Overrides burst radius, minimum speed, and maximum speed settings to 0.0.

  • PSYS_SRC_PATTERN_EXPLODE

    Emission pattern that shoots particles outward in all directions using the burst parameters.

  • PSYS_SRC_TARGET_KEY

    Key (UUID) of the target object that particles travel toward when PSYS_PART_TARGET_POS_MASK or PSYS_PART_TARGET_LINEAR_MASK is enabled.

  • PSYS_SRC_TEXTURE

    String parameter specifying the inventory name or UUID asset key of the texture used for the particles.

  • PU_EVADE_HIDDEN

    Path update status code triggered when an llEvade character determines it has successfully hidden from its pursuer.

  • PU_EVADE_SPOTTED

    Path update status code triggered when an llEvade character switches from hiding to running.

  • PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED

    Path update failure code triggered when a character enters a region where dynamic pathfinding has been disabled in the Region Debug Console.

  • PU_FAILURE_INVALID_GOAL

    Path update failure code triggered when the specified goal is not on the region's navigation mesh (navmesh) and is unreachable.

  • PU_FAILURE_INVALID_START

    Path update failure code triggered when the character is at an unnavigable starting position (e.g., off the navmesh or too high above it).

  • PU_FAILURE_NO_NAVMESH

    Path update fatal error triggered when there is no navmesh generated for the region (typically indicates a server failure).

  • PU_FAILURE_NO_VALID_DESTINATION

    Path update failure code triggered when no reachable destinations remain (e.g., all patrol waypoints are blocked).

  • PU_FAILURE_OTHER

    Path update failure code representing an unspecified or general failure.

  • PU_FAILURE_PARCEL_UNREACHABLE

    Path update failure code triggered when a character is blocked from entering a parcel (e.g., the parcel is full or object entry was disabled after the navmesh was baked).

  • PU_FAILURE_TARGET_GONE

    Path update failure code triggered when an llPursue or llEvade target can no longer be tracked (e.g., they left the region or went more than ~30m outside region boundaries).

  • PU_FAILURE_UNREACHABLE

    Path update failure code triggered when a previously valid goal becomes unreachable (e.g., an obstacle blocks the path).

  • PU_GOAL_REACHED

    Path update status code triggered when the character reaches its goal and either stops or chooses a new goal (if wandering).

  • PU_SLOWDOWN_DISTANCE_REACHED

    Path update status code triggered when the character enters the slowdown distance near its current goal.

  • PUBLIC_CHANNEL

    Integer constant representing the open local chat channel. Passing this to chat functions (llSay, llWhisper, llShout) prints text to the publicly heard chat seen by nearby users and objects.

  • PURSUIT_FUZZ_FACTOR

    Option for llPursue that selects a random destination near the PURSUIT_OFFSET (range is 0 to 1, where 1 is most random). Requires a non-zero PURSUIT_OFFSET.

  • PURSUIT_GOAL_TOLERANCE

    Option for llPursue defining how close (between 0.25m and 10m) the character must be to consider the goal reached.

  • PURSUIT_INTERCEPT

    Option for llPursue specifying whether the pathfinding character attempts to predict and intercept the target's future location.

  • PURSUIT_OFFSET

    Option for llPursue specifying a constant position offset relative to the target for the character to navigate toward.

  • RAD_TO_DEG

    180/PI. Multiply a value in radians by this number to convert it to degrees.

  • RC_DATA_FLAGS

    Flag used with llCastRay to configure returned data.

  • RC_DETECT_PHANTOM

    Flag used with llCastRay. If set to TRUE (or non-zero), detects both phantom and volume-detect objects (they cannot be filtered individually). This overrides the RC_REJECT_NONPHYSICAL and RC_REJECT_PHYSICAL settings in RC_REJECT_TYPES.

  • RC_GET_LINK_NUM

    Flag used with llCastRay causing the results stride to include the specific link number that was hit.

  • RC_GET_NORMAL

    Flag used with llCastRay causing the results stride to include the surface normal vector of the impact point.

  • RC_GET_ROOT_KEY

    Flag used with llCastRay that returns the key of the hit object's root prim instead of the hit child prim.

  • RC_MAX_HITS

    Flag used with llCastRay to set the maximum number of hits to return (up to 256). To avoid performance issues, keep this value small.

  • RC_REJECT_AGENTS

    Flag used with llCastRay to prevent the detection of avatars.

  • RC_REJECT_LAND

    Flag used with llCastRay to ignore the actual terrain ground (land).

  • RC_REJECT_NONPHYSICAL

    Flag used with llCastRay to ignore non-physical objects.

  • RC_REJECT_PHYSICAL

    Flag used with llCastRay to ignore physical objects.

  • RC_REJECT_TYPES

    Flag used with llCastRay to define a mask for ignoring specific types of objects and avatars.

  • RCERR_CAST_TIME_EXCEEDED

    Raycast error indicating the parcel or agent exceeded the maximum allocated raycast time. Waiting a few frames and retrying will usually succeed as resources replenish.

  • RCERR_SIM_PERF_LOW

    Raycast error indicating the request failed due to low simulator performance. Wait before retrying, and if possible, reduce scene complexity.

  • RCERR_UNKNOWN

    Raycast error indicating an unspecified failure.

  • REGION_FLAG_ALLOW_DAMAGE

    Flag used with llGetRegionFlags to check if the region is entirely damage-enabled.

  • REGION_FLAG_ALLOW_DIRECT_TELEPORT

    Flag used with llGetRegionFlags to check if direct teleportation is allowed in the region.

  • REGION_FLAG_BLOCK_FLY

    Flag used with llGetRegionFlags to check if flying is blocked/disabled in the region.

  • REGION_FLAG_BLOCK_FLYOVER
  • REGION_FLAG_BLOCK_TERRAFORM

    Flag used with llGetRegionFlags to check if terraforming is disabled in the region.

  • REGION_FLAG_DISABLE_COLLISIONS

    Flag used with llGetRegionFlags to check if collisions have been disabled in the region.

  • REGION_FLAG_DISABLE_PHYSICS

    Flag used with llGetRegionFlags to check if physics has been disabled in the region.

  • REGION_FLAG_FIXED_SUN

    Flag used with llGetRegionFlags to check if the sun's position is fixed in the region.

  • REGION_FLAG_RESTRICT_PUSHOBJECT

    Flag used with llGetRegionFlags to check if llPushObject is restricted in the region.

  • REGION_FLAG_SANDBOX

    Flag used with llGetRegionFlags to check if the region is designated as a sandbox.

  • REQUIRE_LINE_OF_SIGHT

    Option flag for llPursue defining whether the character requires a physical line-of-sight to chase the target. When active, it will not target positions blocked by solid obstacles.

  • RESTITUTION

    Used with llSetPhysicsMaterial to enable the restitution (bounciness) value (must be between 0.0 and 1.0) which overrides the previous value.

  • REVERSE

    Used with texture animation functions to cause the animation to play in reverse (from end to start).

  • REZ_ACCEL

    Rez parameter specifying a constant acceleration force to apply to the rezzed object (as a [vector force, integer relative] pair). If relative is TRUE, the vector is in local coordinates.

  • REZ_DAMAGE

    Rez parameter specifying the float damage amount the rezzed object inflicts on an agent upon collision.

  • REZ_DAMAGE_TYPE

    Rez parameter specifying the integer damage type applied on collision (supports DAMAGE_TYPE_* constants, custom types, or a repurposed damage field).

  • REZ_FLAG_BLOCK_GRAB_OBJECT

    Rez flag that disables grabbing on the newly rezzed object.

  • REZ_FLAG_DIE_ON_COLLIDE

    Rez flag causing the object to die/delete after its first collision.

  • REZ_FLAG_DIE_ON_NOENTRY

    Rez flag causing the object to die/delete if it attempts to enter an unauthorized parcel.

  • REZ_FLAG_NO_COLLIDE_FAMILY

    Rez flag preventing collision events from triggering when colliding with other objects created by the same rezzer.

  • REZ_FLAG_NO_COLLIDE_OWNER

    Rez flag preventing collision events from triggering when colliding with its owner.

  • REZ_FLAG_PHANTOM

    Rez flag causing the object to be created as phantom.

  • REZ_FLAG_PHYSICAL

    Rez flag causing the object to be created with physics enabled.

  • REZ_FLAG_TEMP

    Rez flag causing the object to be created as temporary.

  • REZ_FLAGS

    Rez parameter specifying the integer bitfield of flags to apply to the newly created object.

  • REZ_LOCK_AXES

    Rez parameter [vector locks] used to prevent the physical object from rotating or spinning around specified axes. Setting a coordinate to a non-zero value locks that axis.

  • REZ_OMEGA

    Rez parameter specifying the initial angular velocity (omega) applied to the object. Accepts [vector axis, integer relative, float spin, float gain]. If relative is TRUE, the axis vector is in local coordinates.

  • REZ_PARAM

    Rez parameter specifying the integer start parameter passed into the newly rezzed object's on_rez event.

  • REZ_PARAM_STRING

    Rez parameter specifying an initialization string (up to 1024 bytes) passed to the root prim of the newly rezzed object, readable via llGetStartString.

  • REZ_POS

    Rez parameter [vector position, integer relative, integer at_root] to specify where to rez the object. Can be in region coordinates or relative to the rezzing object, and centered on either the object's center or the root prim.

  • REZ_ROT

    Rez parameter specifying the initial rotation to apply to the newly rezzed object. Can be relative to the rezzing object or absolute.

  • REZ_SOUND

    Rez parameter [string name_or_uuid, float volume, integer loop] to attach and play a sound from inventory or a UUID asset key. If loop is TRUE, it loops continuously.

  • REZ_SOUND_COLLIDE

    Rez parameter [string name_or_uuid, float volume] specifying a sound (from inventory or a UUID asset key) to play upon collision with another object, the ground, or an avatar.

  • REZ_VEL

    Rez parameter specifying the initial velocity to apply to the object. Accepts [vector velocity, integer local, integer inherit]. If inherit is TRUE, it adds the rezzing object's velocity.

  • ROTATE

    Used with texture animation functions to animate the texture's rotation. Cannot be combined with SCALE.

  • SCALE

    Used with texture animation functions to animate the texture's scale. Cannot be combined with ROTATE.

  • SCRIPTED

    Identifies scripted in-world objects. In llDetectedType(), indicates the target has at least one active script. In llSensor()/llSensorRepeat() filters, searches for objects containing active scripts that are currently running.

  • SIM_STAT_ACTIVE_SCRIPT_COUNT

    Returns the total number of active scripts in the region.

  • SIM_STAT_AGENT_COUNT

    Returns the total number of agents in the region.

  • SIM_STAT_AGENT_MS

    Returns the time spent in the 'agent' segment of the simulation frame.

  • SIM_STAT_AGENT_UPDATES

    Returns the number of agent updates per second.

  • SIM_STAT_AI_MS

    Returns the time spent on the AI step.

  • SIM_STAT_ASSET_DOWNLOADS

    Returns the pending asset download count.

  • SIM_STAT_ASSET_UPLOADS

    Returns the pending asset upload count.

  • SIM_STAT_CHILD_AGENT_COUNT

    Returns the number of child (neighboring) agents in the region.

  • SIM_STAT_FRAME_MS

    Returns the total frame time.

  • SIM_STAT_IMAGE_MS

    Returns the time spent in the 'image' segment of the simulation frame.

  • SIM_STAT_IO_PUMP_MS

    Returns the pump IO time.

  • SIM_STAT_NET_MS

    Returns the time spent in the 'network' segment of the simulation frame.

  • SIM_STAT_OTHER_MS

    Returns the time spent in the main simulation 'other' segment of the frame, which encapsulates task, script, and miscellaneous updates.

  • SIM_STAT_PACKETS_IN

    Returns the average number of incoming packets per second.

  • SIM_STAT_PACKETS_OUT

    Returns the average number of outgoing packets per second.

  • SIM_STAT_PCT_CHARS_STEPPED

    Returns the percentage of pathfinding characters updated (or skipped) each frame, averaged over the last minute. Corresponds to the 'Characters Updated' stat in the viewer's Statistics Bar.

  • SIM_STAT_PHYSICS_FPS

    Returns the physics simulation frames per second (FPS).

  • SIM_STAT_PHYSICS_MS

    Returns the time spent in the 'physics' segment of the simulation frame.

  • SIM_STAT_PHYSICS_OTHER_MS

    Returns the average update time for the physics 'other' segment.

  • SIM_STAT_PHYSICS_SHAPE_MS

    Returns the average update time for the physics 'shape' segment.

  • SIM_STAT_PHYSICS_STEP_MS

    Returns the average physics step time.

  • SIM_STAT_SCRIPT_EPS

    Returns the number of script events per second.

  • SIM_STAT_SCRIPT_MS

    Returns the time spent in the 'script' segment of the simulation frame.

  • SIM_STAT_SCRIPT_RUN_PCT

    Returns the percentage of scripts run during the frame.

  • SIM_STAT_SLEEP_MS

    Returns the time spent sleeping.

  • SIM_STAT_SPARE_MS

    Returns the spare time left after the frame.

  • SIM_STAT_UNACKED_BYTES

    Returns the total number of unacknowledged bytes.

  • SIT_FLAG_ALLOW_UNSIT

    Sit flag indicating that a seated avatar is allowed to manually stand up (unsit) from a sit target. Applies only to agents who were seated via an LSL script like llSitOnLink.

  • SIT_FLAG_NO_COLLIDE

    Sit flag that disables the avatar's collision volume/hitbox while seated on this sit target.

  • SIT_FLAG_NO_DAMAGE

    Sit flag that prevents damage from being distributed or forwarded to agents sitting on this sit target.

  • SIT_FLAG_SCRIPTED_ONLY

    Sit flag that restricts sits to script-controlled actions only, preventing avatars from manually sitting on this prim.

  • SIT_FLAG_SIT_TARGET

    Read-only sit flag indicating whether the prim has an active sit target. Set or cleared using llSitTarget, llLinkSitTarget, or PRIM_SIT_TARGET, and read via llGetLinkSitFlags or PRIM_SIT_FLAGS.

  • SIT_INVALID_AGENT

    Sit error code indicating that the specified agent/avatar ID could not be found or is invalid.

  • SIT_INVALID_LINK

    Sit error code indicating that the link ID does not specify a valid prim, is not found, or resolves to multiple prims.

  • SIT_INVALID_OBJECT

    Sit error code returned when attempting to force an avatar to sit on an invalid target (such as an attachment) that cannot be sat upon.

  • SIT_NO_ACCESS

    Sit error code indicating that the avatar lacks access to the parcel where the target prim/linkset is located.

  • SIT_NO_EXPERIENCE_PERMISSION

    Sit error code indicating that the agent has not granted experience permissions to force sits.

  • SIT_NO_SIT_TARGET

    Sit error code indicating that no open or available sit target could be found in the linkset.

  • SIT_NOT_EXPERIENCE

    Sit error code returned if the script is not running within a valid experience, lacks a valid experience key, or the experience is not permitted at the current location.

  • SIT_OK

    Sit error code indicating that the agent was seated successfully.

  • SKY_AMBIENT

    Environmental setting for the ambient color used in the scene.

  • SKY_BLUE

    Environmental setting containing the colors used to calculate blue density and blue horizon in the sky.

  • SKY_CLOUD_TEXTURE

    Environmental setting containing the inventory name or UUID of the texture used for the clouds.

  • SKY_CLOUDS

    Environmental cloud parameters including color, coverage percentage, scale, variance, scroll speed (X/Y), density, detail exponents, and default texture status.

  • SKY_DOME

    Environmental setting containing sky dome parameters: offset, radius, and maximum altitude.

  • SKY_GAMMA

    Environmental setting for the gamma value applied to the scene (repurposed in viewer 7.0+ as the HDR Scale value in the EEP editor).

  • SKY_GLOW

    Environmental setting for sun and moon glow parameters: size and focus.

  • SKY_HAZE

    Environmental setting containing the values used to calculate the light scattering impact of blue density and blue horizon on the scene.

  • SKY_LIGHT

    Environmental setting containing lighting parameters: dominant light direction (unit vector), current light color (fade_color in sRGB), and total ambient color (sRGB).

  • SKY_MOON

    Environmental moon parameters: rotation, scale, brightness, is_default_texture, direction vector, ambient color, and diffuse color.

  • SKY_MOON_TEXTURE

    Environmental setting containing the inventory name or UUID of the texture used for the moon.

  • SKY_PLANET

    Environmental planet rendering parameters: planet_radius, sky_bottom_radius, and sky_top_radius.

  • SKY_REFLECTION_PROBE_AMBIANCE

    Environmental setting for the minimum ambiance value of all reflection probes. Note: Supported in the GLTF Materials project, requiring compatible viewers and testing areas.

  • SKY_REFRACTION

    Environmental sky refraction parameters for rainbows and optical effects: moisture_level, droplet_radius, and ice_level.

  • SKY_STAR_BRIGHTNESS

    Environmental setting for the brightness value applied to stars.

  • SKY_SUN

    Environmental sun parameters: rotation, scale, color, is_default_texture, direction vector, ambient color, and diffuse color.

  • SKY_SUN_TEXTURE

    Environmental setting containing the inventory name or UUID of the texture used for the sun.

  • SKY_TEXTURE_DEFAULTS

    Environmental check returning 1 if the sky textures are set to their default values, or 0 if they use custom textures.

  • SKY_TRACKS

    Environmental setting containing the track altitudes used for sky transitions in the region.

  • SMOOTH

    Used with texture animation functions to cause the animation to slide smoothly in the X direction (or transition smoothly in SCALE/ROTATE modes) instead of making instant frame changes.

  • SOUND_LOOP

    Sound playback option that loops the sound continuously on the prim until stopped.

  • SOUND_PLAY

    Sound playback option (default) that plays the sound once, attached to the prim.

  • SOUND_SYNC

    Sound playback option that synchronizes playback to the nearest active sound master (see llLoopSoundMaster).

  • SOUND_TRIGGER

    Sound playback option that triggers a non-attached sound once at the prim's current location (does not move with the prim). This flag overrides all other sound playback options.

  • SQRT2

    Mathematical constant representing the square root of 2.

  • STATUS_BLOCK_GRAB

    Status flag (default FALSE) that blocks click-and-drag grab movements on unlinked prims or the root prim of a linkset. Useful for preventing physical objects from being trivially disturbed.

  • STATUS_BLOCK_GRAB_OBJECT

    Status flag that blocks click-and-drag grab movements on all prims across the entire linkset.

  • STATUS_BOUNDS_ERROR

    Status code indicating that one or more arguments passed to the function had a bounds error.

  • STATUS_DIE_AT_EDGE

    Status flag (default TRUE) that causes the object to be deleted (and not returned) if it goes off-world (useful for bullets or rockets). Overridden by STATUS_RETURN_AT_EDGE.

  • STATUS_DIE_AT_NO_ENTRY

    Status flag (default FALSE) that causes the object to be deleted if it attempts to enter an unauthorized or full parcel. No-copy objects ignore this setting and remain in-world.

  • STATUS_INTERNAL_ERROR

    Status code indicating an internal error occurred.

  • STATUS_MALFORMED_PARAMS

    Status code indicating the function was called with malformed parameters.

  • STATUS_NOT_FOUND

    Status code indicating that the specified object or item was not found.

  • STATUS_NOT_SUPPORTED

    Status code indicating the requested feature is not supported.

  • STATUS_OK

    Status code indicating the function call completed successfully.

  • STATUS_PHANTOM

    Status flag (default FALSE) that makes the entire object phantom/non-colliding when set to TRUE, allowing avatars and objects to pass through it. It is a good idea to use this for most objects that move or rotate, but are non-physical. It is also useful for simulating volumetric lighting.

  • STATUS_PHYSICS

    Status flag (default FALSE) that controls whether the object responds to physical interactions, gravity, and forces.

  • STATUS_RETURN_AT_EDGE

    Status flag causing the object to be returned to its owner when it goes off-world, overriding STATUS_DIE_AT_EDGE.

  • STATUS_ROTATE_X

    Status flag (default TRUE) that allows physical rotation on the object's local X-axis. Setting to FALSE prevents physical rotation around the local X-axis. For example, a sit-and-spin device spins around the Z axis (up) but not around the X or Y axes.

  • STATUS_ROTATE_Y

    Status flag (default TRUE) that allows physical rotation on the object's local Y-axis. Setting to FALSE prevents physical rotation around the local Y-axis. For example, a sit-and-spin device spins around the Z axis (up) but not around the X or Y axes.

  • STATUS_ROTATE_Z

    Status flag (default TRUE) that allows physical rotation on the object's local Z-axis. Setting to FALSE prevents physical rotation around the local Z-axis.

  • STATUS_SANDBOX

    Status flag (default FALSE) that restricts the object's physical movement to within its creation region and a short distance (10 to 20 meters) from its creation point to prevent it from escaping.

  • STATUS_TYPE_MISMATCH

    Status code indicating that one or more arguments passed to the function had a type mismatch.

  • STATUS_WHITELIST_FAILED

    Status code indicating a media domain whitelist check has failed.

  • STRING_TRIM

    Trims whitespace off both the beginning and the end of the string.

  • STRING_TRIM_HEAD

    Trims whitespace/spaces off the beginning of the string.

  • STRING_TRIM_TAIL

    Trims whitespace/spaces off the end of the string.

  • TARGETED_EMAIL_OBJECT_OWNER

    Flag used with llTargetedEmail to send the email message to the owner of the calling object.

  • TARGETED_EMAIL_ROOT_CREATOR

    Flag used with llTargetedEmail to send the email message to the creator of the root object.

  • TERRAIN_DETAIL_1

    Terrain parameter used with llSetGroundTexture to set the texture or material (via UUID, inventory name, or default NULL_KEY/empty string) for terrain detail layer 1.

  • TERRAIN_DETAIL_2

    Terrain parameter used with llSetGroundTexture to set the texture or material (via UUID, inventory name, or default NULL_KEY/empty string) for terrain detail layer 2.

  • TERRAIN_DETAIL_3

    Terrain parameter used with llSetGroundTexture to set the texture or material (via UUID, inventory name, or default NULL_KEY/empty string) for terrain detail layer 3.

  • TERRAIN_DETAIL_4

    Terrain parameter used with llSetGroundTexture to set the texture or material (via UUID, inventory name, or default NULL_KEY/empty string) for terrain detail layer 4.

  • TERRAIN_HEIGHT_RANGE_NE

    Terrain parameter used with llSetGroundTexture to set the north-east height range for texture blending. Specifies low as the maximum height for texture 1, high as the minimum height for texture 4, and lets textures 2 and 3 mix in between.

  • TERRAIN_HEIGHT_RANGE_NW

    Terrain parameter used with llSetGroundTexture to set the north-west height range for texture blending. Specifies low as the maximum height for texture 1, high as the minimum height for texture 4, and lets textures 2 and 3 mix in between.

  • TERRAIN_HEIGHT_RANGE_SE

    Terrain parameter used with llSetGroundTexture to set the south-east height range for texture blending. Specifies low as the maximum height for texture 1, high as the minimum height for texture 4, and lets textures 2 and 3 mix in between.

  • TERRAIN_HEIGHT_RANGE_SW

    Terrain parameter used with llSetGroundTexture to set the south-west height range for texture blending. Specifies low as the maximum height for texture 1, high as the minimum height for texture 4, and lets textures 2 and 3 mix in between.

  • TERRAIN_PBR_OFFSET_1

    Terrain parameter used with llSetGroundTexture to set the UV offset vector (ignoring the Z component) for drawing terrain layer 1. Only works for PBR textures.

  • TERRAIN_PBR_OFFSET_2

    Terrain parameter used with llSetGroundTexture to set the UV offset vector (ignoring the Z component) for drawing terrain layer 2. Only works for PBR textures.

  • TERRAIN_PBR_OFFSET_3

    Terrain parameter used with llSetGroundTexture to set the UV offset vector (ignoring the Z component) for drawing terrain layer 3. Only works for PBR textures.

  • TERRAIN_PBR_OFFSET_4

    Terrain parameter used with llSetGroundTexture to set the UV offset vector (ignoring the Z component) for drawing terrain layer 4. Only works for PBR textures.

  • TERRAIN_PBR_ROTATION_1

    Terrain parameter used with llSetGroundTexture to set the rotation of the PBR texture for layer 1, in radians. Only works for PBR textures.

  • TERRAIN_PBR_ROTATION_2

    Terrain parameter used with llSetGroundTexture to set the rotation of the PBR texture for layer 2, in radians. Only works for PBR textures.

  • TERRAIN_PBR_ROTATION_3

    Terrain parameter used with llSetGroundTexture to set the rotation of the PBR texture for layer 3, in radians. Only works for PBR textures.

  • TERRAIN_PBR_ROTATION_4

    Terrain parameter used with llSetGroundTexture to set the rotation of the PBR texture for layer 4, in radians. Only works for PBR textures.

  • TERRAIN_PBR_SCALE_1

    Terrain parameter used with llSetGroundTexture to set the UV scale vector (repeats per meter, ignoring the Z component) for terrain layer 1. Only works for PBR textures.

  • TERRAIN_PBR_SCALE_2

    Terrain parameter used with llSetGroundTexture to set the UV scale vector (repeats per meter, ignoring the Z component) for terrain layer 2. Only works for PBR textures.

  • TERRAIN_PBR_SCALE_3

    Terrain parameter used with llSetGroundTexture to set the UV scale vector (repeats per meter, ignoring the Z component) for terrain layer 3. Only works for PBR textures.

  • TERRAIN_PBR_SCALE_4

    Terrain parameter used with llSetGroundTexture to set the UV scale vector (repeats per meter, ignoring the Z component) for terrain layer 4. Only works for PBR textures.

  • TEXTURE_BLANK

    Asset UUID representing the default 'Blank' texture.

  • TEXTURE_DEFAULT
  • TEXTURE_MEDIA

    Asset UUID representing the default 'Default Media' texture.

  • TEXTURE_PLYWOOD

    Asset UUID representing the default 'Plywood' texture.

  • TEXTURE_TRANSPARENT

    Asset UUID representing the '*Default Transparent Texture' in the library (included with viewers).

  • TOUCH_INVALID_FACE

    Value returned by llDetectedTouchFace when the touch position is not valid.

  • TOUCH_INVALID_TEXCOORD

    Value returned by llDetectedTouchUV and llDetectedTouchST when the touch position is not valid.

  • TOUCH_INVALID_VECTOR

    Value returned by llDetectedTouchPos, llDetectedTouchNormal, and llDetectedTouchBinormal when the touch position is not valid.

  • TP_ROUTING_BLOCKED

    Teleport routing setting indicating that direct teleporting is blocked on the parcel.

  • TP_ROUTING_FREE

    Teleport routing setting indicating that teleports are unrestricted on the parcel.

  • TP_ROUTING_LANDINGP

    Teleport routing setting indicating that teleports are routed to the parcel's landing point (if one has been set).

  • TRANSFER_BAD_OPTS

    Inventory transfer error code indicating that an invalid option was passed in the options list.

  • TRANSFER_BAD_ROOT

    Inventory transfer error code indicating that the root path specified in TRANSFER_DEST was invalid or resolved to nothing.

  • TRANSFER_DEST

    Inventory option specifying the destination root folder to transfer inventory into.

  • TRANSFER_FLAG_COPY

    Inventory transfer flag that copies the transferred object and places it in the recipient's inventory (implies TRANSFER_FLAG_TAKE).

  • TRANSFER_FLAG_RESERVED

    Inventory transfer flag reserved for future expansion; do not use.

  • TRANSFER_FLAG_TAKE

    Inventory transfer flag that automatically removes the object from the world and places it in the recipient's inventory once accepted.

  • TRANSFER_FLAGS

    Inventory parameter specifying flags to control the behavior of inventory transfers.

  • TRANSFER_NO_ATTACHMENT

    Inventory transfer error code indicating ownership of an attached object cannot be transferred.

  • TRANSFER_NO_ITEMS

    Inventory transfer error code indicating that the list was empty or contained only non-transferable items.

  • TRANSFER_NO_PERMS

    Inventory transfer error code indicating the object lacks transfer permissions.

  • TRANSFER_NO_TARGET

    Inventory transfer error code indicating the receiving agent could not be found in the current region.

  • TRANSFER_OK

    Status code indicating that the inventory transfer was successful or the transfer offer was successfully made.

  • TRANSFER_THROTTLE

    Inventory transfer error code indicating that the transfer rate has exceeded the inventory transfer throttle.

  • TRAVERSAL_TYPE

    Pathfinding parameter specifying the character's movement traversal type. Expects TRAVERSAL_TYPE_SLOW (default), _FAST, or _NONE.

  • TRAVERSAL_TYPE_FAST
  • TRAVERSAL_TYPE_NONE
  • TRAVERSAL_TYPE_SLOW
  • TRUE

    Mnemonic constant representing a boolean TRUE value (integer 1). Used in conditional structures or variables to improve script readability.

  • TWO_PI

    Mathematical constant pi*2, representing the number of radians in a full circle.

  • TYPE_FLOAT

    Variable type constant indicating the list entry or value is a float.

  • TYPE_INTEGER

    Variable type constant indicating the list entry or value is an integer.

  • TYPE_INVALID

    Variable type constant indicating the list entry or value is invalid.

  • TYPE_KEY

    Variable type constant indicating the list entry or value is a key.

  • TYPE_ROTATION

    Variable type constant indicating the list entry or value is a rotation.

  • TYPE_STRING

    Variable type constant indicating the list entry or value is a string.

  • TYPE_VECTOR

    Variable type constant indicating the list entry or value is a vector.

  • URL_REQUEST_DENIED
  • URL_REQUEST_GRANTED
  • VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY

    Vehicle float parameter (range 0.0 to 1.0) acting as a scalar to modulate the strength of angular deflection, reorienting the vehicle's preferred axis toward its true velocity.

  • VEHICLE_ANGULAR_DEFLECTION_TIMESCALE

    Vehicle float parameter specifying the exponential timescale for the vehicle to achieve full angular deflection, reorienting its preferred axis of motion to match its true velocity.

  • VEHICLE_ANGULAR_FRICTION_TIMESCALE

    Vehicle vector parameter specifying the timescales (range [0.07, infinity) seconds per axis) for the exponential decay of angular velocity about the vehicle's preferred axes (at, left, up).

  • VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE

    Vehicle float parameter specifying the exponential timescale (in seconds) for the angular motor's magnitude and effectiveness to decay toward zero.

  • VEHICLE_ANGULAR_MOTOR_DIRECTION

    Vehicle vector parameter specifying the direction and magnitude of the angular velocity (in radians per second) that the vehicle's angular motor attempts to achieve.

  • VEHICLE_ANGULAR_MOTOR_TIMESCALE

    Vehicle float parameter specifying the exponential timescale for the vehicle's angular motor to achieve full power and velocity.

  • VEHICLE_BANKING_EFFICIENCY

    Vehicle float parameter (range -1.0 to 1.0) controlling banking efficiency, where negative values lean out of turns and positive values lean into turns. This parameter makes banking affect steering; use angular motors to bank. 0.0 means no banking.

  • VEHICLE_BANKING_MIX

    Vehicle float parameter (range 0.0 (static) to 1.0) (dynamic) controlling the mix between static banking (scales only with roll angle) and dynamic banking (additionally scales with linear speed).

  • VEHICLE_BANKING_TIMESCALE

    Vehicle float parameter specifying the exponential timescale for the banking behavior to take full effect. This is another way to scale the strength of the banking effect, however it affects the term that is proportional to the difference between what the banking behavior is trying to do, and what the vehicle is actually doing.

  • VEHICLE_BUOYANCY

    Vehicle float parameter (range -1.0 to 1.0) defining buoyancy, where -1.0 represents double gravity and 1.0 represents full anti-gravity.

  • VEHICLE_FLAG_BLOCK_INTERFERENCE

    Vehicle flag that prevents attachments worn by passengers from pushing the vehicle via llPushObject or other scripting functions.

  • VEHICLE_FLAG_CAMERA_DECOUPLED

    Vehicle flag used with mouselook steering/banking. When set, the passenger's mouselook camera rotates independently of the vehicle's orientation.

  • VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT

    Vehicle flag that forces the hover behavior to maintain a global height rather than hovering relative to the ground or water.

  • VEHICLE_FLAG_HOVER_TERRAIN_ONLY

    Vehicle flag that forces the hover behavior to ignore water height and hover exclusively relative to the terrain/land.

  • VEHICLE_FLAG_HOVER_UP_ONLY

    Vehicle flag preventing hover from pushing downward, allowing hovering vehicles to jump or fly above their designated hover height.

  • VEHICLE_FLAG_HOVER_WATER_ONLY

    Vehicle flag that forces the hover behavior to ignore terrain height and hover exclusively relative to water.

  • VEHICLE_FLAG_LIMIT_MOTOR_UP

    Vehicle flag that prevents ground vehicles from motoring upward into the sky. When combined with banking, banking strength decays when the vehicle is airborne (no longer colliding) to prevent steering mid-jump.

  • VEHICLE_FLAG_LIMIT_ROLL_ONLY

    Vehicle flag for vehicles with a vertical attractor that need to climb or dive, allowing airplanes to use the banking feature.

  • VEHICLE_FLAG_MOUSELOOK_BANK

    Vehicle flag that enables mouselook control, remapping left-right camera motions (yaw) to rotations about the vehicle's local X-axis.

  • VEHICLE_FLAG_MOUSELOOK_STEER

    Vehicle flag that enables steering via mouse, directing the angular motor to align the vehicle's local X-axis with the direction of the client-side camera.

  • VEHICLE_FLAG_NO_DEFLECTION_UP

    Vehicle flag that prevents linear deflection parallel to the world Z-axis, preventing ground vehicles (such as bumper cars) from climbing into the sky.

  • VEHICLE_HOVER_EFFICIENCY

    Vehicle float parameter (range 0.0 to 1.0) controlling hover damping, where 0.0 is bouncy and 1.0 is critically damped.

  • VEHICLE_HOVER_HEIGHT

    Vehicle float parameter specifying the height at which the vehicle attempts to hover. Set to 0.0 to disable hover.

  • VEHICLE_HOVER_TIMESCALE

    Vehicle float parameter specifying the timescale (period of time in seconds) for the vehicle to achieve its hover height.

  • VEHICLE_LINEAR_DEFLECTION_EFFICIENCY

    Vehicle float parameter (range 0.0 to 1.0) modulating the efficiency and strength of linear deflection. That is, its a simple scalar for modulating the strength of linear deflection.

  • VEHICLE_LINEAR_DEFLECTION_TIMESCALE

    Vehicle float parameter specifying the exponential timescale for the vehicle to redirect its linear velocity along its preferred X-axis. It is another way to specify how much time it takes for the vehicle's linear velocity to be redirected to its preferred axis of motion.

  • VEHICLE_LINEAR_FRICTION_TIMESCALE

    Vehicle vector parameter specifying the timescales (range [0.07, infinity) seconds per axis) for the exponential decay of linear velocity along the vehicle's preferred axes (at, left, up).

  • VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE

    Vehicle float parameter specifying the exponential timescale (in seconds) for the linear motor's magnitude and effectiveness to decay toward zero.

  • VEHICLE_LINEAR_MOTOR_DIRECTION

    Vehicle vector parameter specifying the direction and magnitude of the linear velocity (range [0, 30] m/s) that the vehicle's linear motor attempts to achieve.

  • VEHICLE_LINEAR_MOTOR_OFFSET

    Vehicle vector parameter specifying the offset from the vehicle's center of mass where the linear motor force is applied.

  • VEHICLE_LINEAR_MOTOR_TIMESCALE

    Vehicle float parameter specifying the exponential timescale for the vehicle to reach its full linear motor velocity.

  • VEHICLE_REFERENCE_FRAME

    Vehicle rotation parameter setting the orientation of the vehicle's preferred axes of motion (at, left, up) relative to its local geometric frame (x, y, z).

  • VEHICLE_TYPE_AIRPLANE

    Vehicle type constant for aircraft that use linear deflection for lift, banking to turn, and no hover.

  • VEHICLE_TYPE_BALLOON

    Vehicle type constant for balloons that use hover and friction but no deflection.

  • VEHICLE_TYPE_BOAT

    Vehicle type constant for boats that hover over water with high friction and minor angular deflection.

  • VEHICLE_TYPE_CAR

    Vehicle type constant for land vehicles that bounce along the ground and rely on external controls or timer events to drive their motors.

  • VEHICLE_TYPE_NONE

    Constant used to disable and turn off vehicle physics support on the object.

  • VEHICLE_TYPE_SLED

    Vehicle type constant for sliding vehicles that bump along the ground and prefer to move along their local X-axis.

  • VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY

    Vehicle float parameter (range 0.0 to 1.0) controlling vertical attraction stability (0.0 is wobbly/bouncy, 1.0 is critically damped/firm) to keep the vehicle upright.

  • VEHICLE_VERTICAL_ATTRACTION_TIMESCALE

    Vehicle float parameter specifying the exponential timescale (in seconds) for the vehicle to rotate and align its local Z-axis (up) with the world Z-axis (vertical).

  • VERTICAL

    Constant indicating that the collision capsule orientation for a pathfinding character is vertical.

  • WANDER_PAUSE_AT_WAYPOINTS

    Option parameter for llWanderWithin specifying whether the character should pause briefly after reaching each wander waypoint.

  • WATER_BLUR_MULTIPLIER

    Environmental setting specifying the multiplier applied to blur the scene when underwater.

  • WATER_FOG

    Environmental underwater fog parameters: color, density exponent, and modulation.

  • WATER_FRESNEL

    Environmental water surface Fresnel scattering parameters: offset and scale.

  • WATER_NORMAL_SCALE

    Environmental setting specifying the scaling vector applied to the water normal map.

  • WATER_NORMAL_TEXTURE

    Environmental setting containing the inventory name or UUID of the normal map texture used for water waves.

  • WATER_REFRACTION

    Environmental water surface refraction scale factors: scale_above and scale_below.

  • WATER_TEXTURE_DEFAULTS

    Environmental check returning 1 if default water wave maps are used, or 0 if a custom texture is set.

  • WATER_WAVE_DIRECTION

    Environmental wave direction vectors (X is east/west, Y is north/south) specifying speeds and directions for both large and small waves.

  • XP_ERROR_EXPERIENCE_DISABLED

    Experience owner has temporarily disabled the experience.

  • XP_ERROR_EXPERIENCE_SUSPENDED

    Experience has been suspended by Linden Lab customer support.

  • XP_ERROR_EXPERIENCES_DISABLED

    Region currently has experiences disabled.

  • XP_ERROR_INVALID_EXPERIENCE

    Script is associated with an experience that no longer exists.

  • XP_ERROR_INVALID_PARAMETERS

    One of the string arguments was too big to fit in the key-value store.

  • XP_ERROR_KEY_NOT_FOUND

    Requested key does not exist.

  • XP_ERROR_MATURITY_EXCEEDED

    Content rating of the experience exceeds that of the region.

  • XP_ERROR_NO_EXPERIENCE

    This script is not associated with an experience.

  • XP_ERROR_NONE

    No error was detected.

  • XP_ERROR_NOT_FOUND

    Sim was unable to verify the validity of the experience. Retrying after a short wait is advised.

  • XP_ERROR_NOT_PERMITTED

    This experience is not allowed to run by the requested agent, or experience permissions were denied by the user.

  • XP_ERROR_NOT_PERMITTED_LAND

    Experience is blocked or not enabled for this land, or is not allowed to run in the current region.

  • XP_ERROR_QUOTA_EXCEEDED

    An attempt to write data to the key-value store failed due to the data quota being met.

  • XP_ERROR_REQUEST_PERM_TIMEOUT

    Request for experience permissions was ignored and the request timed out without modification.

  • XP_ERROR_RETRY_UPDATE

    A checked update failed due to an out of date request.

  • XP_ERROR_STORAGE_EXCEPTION

    Unable to communicate with the key-value store, or attempted to create a key that already exists.

  • XP_ERROR_STORE_DISABLED

    Key-value store is currently disabled on this region.

  • XP_ERROR_THROTTLED

    Call failed due to too many recent calls.

  • XP_ERROR_UNKNOWN_ERROR

    An unknown error occurred that is not covered by any of the other predetermined error states.

  • ZERO_ROTATION

    A rotation constant representing an identity rotation (causes no change). This is the default value for rotation variables.

  • ZERO_VECTOR

    A vector constant representing <0.0, 0.0, 0.0>. This is the default value for vector variables.