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ObjectStatusParam

Constants in the ObjectStatusParam flag set. These are flags and can be combined with bitwise OR.

All constant groups

At a glance, from the LSL definitions
integer STATUS_BLOCK_GRAB = 0x40;  // Status flag (default FALSE) that blocks click-and-drag grab movements on unlinked prims or the root prim of a linkset.integer STATUS_BLOCK_GRAB_OBJECT = 0x400;  // Status flag that blocks click-and-drag grab movements on all prims across the entire linkset.integer STATUS_DIE_AT_EDGE = 0x80;  // Status flag (default TRUE) that causes the object to be deleted (and not returned) if it goes off-world (useful for bullets or rockets).integer STATUS_DIE_AT_NO_ENTRY = 0x800;  // Status flag (default FALSE) that causes the object to be deleted if it attempts to enter an unauthorized or full parcel.integer STATUS_PHANTOM = 0x10;  // Status flag (default FALSE) that makes the entire object phantom/non-colliding when set to TRUE, allowing avatars and objects to pass through it.integer STATUS_PHYSICS = 0x1;  // Status flag (default FALSE) that controls whether the object responds to physical interactions, gravity, and forces.integer STATUS_RETURN_AT_EDGE = 0x100;  // Status flag causing the object to be returned to its owner when it goes off-world, overriding STATUS_DIE_AT_EDGE.integer STATUS_ROTATE_X = 0x2;  // Status flag (default TRUE) that allows physical rotation on the object's local X-axis.integer STATUS_ROTATE_Y = 0x4;  // Status flag (default TRUE) that allows physical rotation on the object's local Y-axis.integer STATUS_ROTATE_Z = 0x8;  // Status flag (default TRUE) that allows physical rotation on the object's local Z-axis.integer STATUS_SANDBOX = 0x20;  // 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.

Constants

ConstantTypeValueDescription
STATUS_BLOCK_GRABinteger0x40Status 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_OBJECTinteger0x400Status flag that blocks click-and-drag grab movements on all prims across the entire linkset.
STATUS_DIE_AT_EDGEinteger0x80Status 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_ENTRYinteger0x800Status 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_PHANTOMinteger0x10Status 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_PHYSICSinteger0x1Status flag (default FALSE) that controls whether the object responds to physical interactions, gravity, and forces.
STATUS_RETURN_AT_EDGEinteger0x100Status flag causing the object to be returned to its owner when it goes off-world, overriding STATUS_DIE_AT_EDGE.
STATUS_ROTATE_Xinteger0x2Status 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_Yinteger0x4Status 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_Zinteger0x8Status 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_SANDBOXinteger0x20Status 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.

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