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Constants in the RezParam enum.

All constant groups

At a glance, from the LSL definitions
// PlacementREZ_POS, vector pos, integer relative, integer at_root  // region coordinates unless relative is TRUEREZ_ROT, rotation rot, integer relative  // absolute unless relative is TRUE// Start dataREZ_PARAM, integer param  // passed to on_rezREZ_PARAM_STRING, string start_param  // at most 1024 bytes; read with llGetStartStringREZ_FLAGS, integer flags  // REZ_FLAG_*// MotionREZ_VEL, vector velocity, integer local, integer inherit  // inherit adds the rezzer's velocityREZ_ACCEL, vector force, integer local  // constant forceREZ_OMEGA, vector axis, integer local, float spin, float gainREZ_LOCK_AXES, vector locks  // non-zero components stop spin on that axis// SoundREZ_SOUND, string sound, float volume, integer loop  // inventory name or UUIDREZ_SOUND_COLLIDE, string sound, float volume  // played on collision// CombatREZ_DAMAGE, float damage  // dealt to an agent on collisionREZ_DAMAGE_TYPE, integer damage_type  // DAMAGE_TYPE_* or a custom type

Constants

Placement

ConstantTypeValueDescription
REZ_POSinteger2Rez 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_ROTinteger3Rez parameter specifying the initial rotation to apply to the newly rezzed object. Can be relative to the rezzing object or absolute.

Start data

ConstantTypeValueDescription
REZ_PARAMinteger0Rez parameter specifying the integer start parameter passed into the newly rezzed object's on_rez event.
REZ_PARAM_STRINGinteger13Rez parameter specifying an initialization string (up to 1024 bytes) passed to the root prim of the newly rezzed object, readable via llGetStartString.
REZ_FLAGSinteger1Rez parameter specifying the integer bitfield of flags to apply to the newly created object.

Motion

ConstantTypeValueDescription
REZ_VELinteger4Rez 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.
REZ_ACCELinteger5Rez 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_OMEGAinteger7Rez 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_LOCK_AXESinteger11Rez 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.

Sound

ConstantTypeValueDescription
REZ_SOUNDinteger9Rez 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_COLLIDEinteger10Rez 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.

Combat

ConstantTypeValueDescription
REZ_DAMAGEinteger8Rez parameter specifying the float damage amount the rezzed object inflicts on an agent upon collision.
REZ_DAMAGE_TYPEinteger12Rez parameter specifying the integer damage type applied on collision (supports DAMAGE_TYPE_* constants, custom types, or a repurposed damage field).

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