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llDetectedType

function
Function syntax
integer llDetectedType(
  1. integer number// Index of the detection information.
);
Returns
integer
Energy
10

Returns an integer bitfield representing the types (AGENT, ACTIVE, PASSIVE, or SCRIPTED) of the detected object or avatar specified by number. Returns 0 if number is not a valid index.

Returns zero if number is not valid sensed object or avatar.

Returns an integer that is the types of the detected object or avatar.

How to use
integer result = llDetectedType(0);
Flag MaskDescription (llDetectedType())Description (llSensor() and llSensorRepeat() mask)
AGENT_BY_LEGACY_NAME0x1AgentsThis is used to find agents by legacy name.
AGENT0x1AgentsThis is also used to find agents by legacy name, and is functionally identical to AGENT_BY_LEGACY_NAME
AGENT_BY_USERNAME0x10ReservedThis is used to find agents by username.
ACTIVE0x2Physical tasks. (Physical objects & agents)Physical objects that are moving or objects containing an active script. Thus, it is using SL server resources now.
PASSIVE0x4Non-physical objects.Non-scripted or script is inactive and non-physical or, if physical, not moving. Thus, it is not using SL server resources now.
SCRIPTED0x8Objects containing any active script.Objects that has any script, which is doing anything in simulator just now.
DAMAGEABLE0x20Objects & agents that are able to process damage.Filter for objects in world that have a script with on_damage or a final_damage event (able to process damage)
llDetectedType()ScriptedNot ScriptedAgent StandingAgent Sitting
Physical MovementSCRIPTED)2 (ACTIVE)AGENT)AGENT)
Non-PhysicalSCRIPTED)4 (PASSIVE)1 (AGENT)AGENT)
Example 1
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//--// Type & name of collision source //--//
default{
collision_start( integer vIntCollided ){
integer vBitType;
string vStrType;
do
{
vBitType = llDetectedType( --vIntCollided );
if (vBitType & AGENT_BY_LEGACY_NAME)
vStrType = "avatar";
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else
vStrType = "object";
llOwnerSay( "An " + vStrType + " named '" + llDetectedName( vIntCollided ) + "' collided with me" );
}
while (vIntCollided);
}
}
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.