Usage
Object details are used in llGetObjectDetails()
to return a list of the details for an object with given key.
The details returned are in the order of params requested.
default
{
state_entry()
{
// uuid can be of any object in sim, in this case, the object itself
key someObjectUUID = llGetKey();
// request object details
list details = llGetObjectDetails(someObjectUUID, [ OBJECT_NAME, OBJECT_POS ]);
string name = llList2String(details, 0); // e.g. Object
vector pos = llList2Vector(details, 1); // e.g. <42.65147, 118.04420, 36.19510>
}
}
Table of contents
- OBJECT_NAME
- OBJECT_DESC
- OBJECT_POS
- OBJECT_ROT
- OBJECT_VELOCITY
- OBJECT_OWNER
- OBJECT_GROUP
- OBJECT_CREATOR
- OBJECT_RUNNING_SCRIPT_COUNT
- OBJECT_TOTAL_SCRIPT_COUNT
- OBJECT_SCRIPT_MEMORY
- OBJECT_SCRIPT_TIME
- OBJECT_PRIM_EQUIVALENCE
- OBJECT_SERVER_COST
- OBJECT_STREAMING_COST
- OBJECT_PHYSICS_COST
- OBJECT_CHARACTER_TIME
- OBJECT_ROOT
- OBJECT_ATTACHED_POINT
- OBJECT_PATHFINDING_TYPE
- OBJECT_PHYSICS
- OBJECT_PHANTOM
- OBJECT_TEMP_ON_REZ
- OBJECT_RENDER_WEIGHT
- OBJECT_HOVER_HEIGHT
- OBJECT_BODY_SHAPE_TYPE
- OBJECT_LAST_OWNER_ID
- OBJECT_CLICK_ACTION
- OBJECT_OMEGA
- OBJECT_PRIM_COUNT
- OBJECT_TOTAL_INVENTORY_COUNT
- OBJECT_REZZER_KEY
- OBJECT_GROUP_TAG
- OBJECT_TEMP_ATTACHED
- OBJECT_ATTACHED_SLOTS_AVAILABLE
- OBJECT_CREATION_TIME
- OBJECT_SELECT_COUNT
- OBJECT_SIT_COUNT
- OBJECT_ANIMATED_COUNT
- OBJECT_ANIMATED_SLOTS_AVAILABLE
- OBJECT_ACCOUNT_LEVEL
- OBJECT_MATERIAL
- OBJECT_MASS
- OBJECT_TEXT
- OBJECT_REZ_TIME
- OBJECT_LINK_NUMBER
- OBJECT_SCALE
- OBJECT_TEXT_COLOR
- OBJECT_TEXT_ALPHA
- OBJECT_HEALTH
- OBJECT_DAMAGE
- OBJECT_DAMAGE_TYPE
OBJECT_NAME
string
Gets the prim's name. If id is an avatar, the Legacy Name is returned.
OBJECT_DESC
string
Gets the prim's description. If id is an avatar, an empty string is returned.
OBJECT_POS
vector
Gets the prim's position in region coordinates. If id is an avatar outside the region (see above), this position is relative to the region the script is running in.
OBJECT_ROT
rotation
Gets the prim's rotation.
OBJECT_VELOCITY
vector
Gets the object's velocity.
OBJECT_OWNER
key
Gets an object's owner key. If id is an avatar, that avatar's key is returned (which is the same as id). If id is group-owned, a NULL_KEY is returned.
OBJECT_GROUP
key
Gets the prim's group key. If id is an avatar, a NULL_KEY is returned.[1]
OBJECT_CREATOR
key
Gets the prim's creator key. If id is an avatar, a NULL_KEY is returned.
OBJECT_RUNNING_SCRIPT_COUNT
integer
Gets the number of running scripts attached to the object or agent.
OBJECT_TOTAL_SCRIPT_COUNT
integer
Gets the number of scripts, both running and stopped, attached to the object or agent.
OBJECT_SCRIPT_MEMORY
integer
Gets the total amount of script memory allocated to the object or agent, in bytes.
OBJECT_SCRIPT_TIME
float
Gets the total amount of average script CPU time used by the object or agent, in seconds.
OBJECT_PRIM_EQUIVALENCE
integer
Gets the prim equivalence of the object.
OBJECT_SERVER_COST
float
Gets the server cost of the object.
OBJECT_STREAMING_COST
float
Gets the streaming (download) cost of the object.
OBJECT_PHYSICS_COST
float
Gets the physics cost of the object.
OBJECT_CHARACTER_TIME
float
Gets the average CPU time (in seconds) used by the object for navigation, if the object is a pathfinding character. Returns 0 for non-characters.
OBJECT_ROOT
key
Gets the id of the root prim of the object requested. If id is an avatar, returns the id of the root prim of the linkset the avatar is sitting on and linked to (or the avatar's own id if the avatar is not sitting on an object within the region).
OBJECT_ATTACHED_POINT
integer
Gets the attachment point to which the object is attached. It returns an integer matching one of the ATTACH_* constants.
OBJECT_PATHFINDING_TYPE
integer
Gets the pathfinding setting of the object in the region. It returns an integer matching one of the OPT_* constants.
OBJECT_PHYSICS
integer
Gets the integer boolean detailing if physics is enabled or disabled on the object. If id is an avatar or attachment, 0 is returned.
OBJECT_PHANTOM
integer
Gets the integer boolean detailing if phantom is enabled or disabled on the object. If id is an avatar or attachment, 0 is returned.
OBJECT_TEMP_ON_REZ
integer
Gets the integer boolean detailing if temporary is enabled or disabled on the object.
OBJECT_RENDER_WEIGHT
integer
Gets the avatar's render weight. If id is an object, 0 is returned. If id is an avatar whose render weight is unknown to the simulator, -1 is returned. The maximum render weight reported by the server is 500000[1].
OBJECT_HOVER_HEIGHT
float
Gets the hover height of the avatar. If id is not an avatar, 0.0 is returned. Normal values are in the range [-2.0, 2.0] with a default of 0.0. This value does not reflect the avatar shape's "Hover" slider, only the dynamic viewer setting.
OBJECT_BODY_SHAPE_TYPE
float
Gets a float which describes the sex setting of the avatar's currently worn shape. If id is not an avatar, -1.0 is returned. Normal operational values are in the range [0.0, 1.0]. 0.0 is standard female setting, 1.0 is standard male setting. Intermediate values with visible differences are possible with manually crafted shapes.
OBJECT_LAST_OWNER_ID
key
Gets the UUID of the object's previous owner, if known. For group-owned objects, this is the avatar that deeded the object. Returns NULL_KEY for avatars, or objects that were never transferred. A rezzed object taken back to inventory, then re-rezzed, will return its current owner key.
OBJECT_CLICK_ACTION
integer
Gets the click action of the prim. It returns an integer matching one of the CLICK_ACTION_* constants.
OBJECT_OMEGA
vector
Gets the object's rotational velocity (radians per second).
OBJECT_PRIM_COUNT
integer
Gets the object's prim count
OBJECT_TOTAL_INVENTORY_COUNT
integer
Gets the object's total number of inventory items.
OBJECT_REZZER_KEY
key
Gets the key of the object that rezzed this object be it an object or an avatar.
OBJECT_GROUP_TAG
string
Gets the avatar's group tag text. If id is not an avatar, an empty string is returned.
OBJECT_TEMP_ATTACHED
integer
Gets the integer boolean detailing if the object is temporarily attached.
OBJECT_ATTACHED_SLOTS_AVAILABLE
integer
Gets the avatar's available attachment slot count. If id is not an avatar, 0 is returned.
OBJECT_CREATION_TIME
string
Gets the object's creation time. This time is established with raw material rezzing through the build menu and with mesh uploads. This time is NOT established with inventory rezzes, scripted rezzes, object modifying, copying or transferring. If id is an avatar, an empty string is returned.
OBJECT_SELECT_COUNT
integer
Gets the total number of agents selecting any links in the object. If id is an avatar, 0 is returned.
OBJECT_SIT_COUNT
integer
Gets the total number of agents sitting on any links in the object. If id is an avatar, 0 is returned.
OBJECT_ANIMATED_COUNT
integer
Gets the integer boolean detailing if the object's root is set to "Animated Mesh" or gets the total number of "Animated Mesh" attachments worn by an agent.
OBJECT_ANIMATED_SLOTS_AVAILABLE
integer
Gets the avatar's available "Animated Mesh" attachment slot count. If id is not an avatar, 0 is returned.
OBJECT_ACCOUNT_LEVEL
integer
Gets the account level of an avatar. If id is not an avatar, -1 is returned. 0 is Basic account level. 1 is Premium account level. 5 is Plus account level. 10 is Premium Plus account level.
OBJECT_MATERIAL
integer
Retrieves the physics material set on this object. It returns an integer matching one of the PRIM_MATERIAL_* constants.
OBJECT_MASS
float
Gets the mass (in Kilograms) of this object's linkset.
OBJECT_TEXT
string
Gets the floating text displayed above this object.
OBJECT_REZ_TIME
string
Retrieves the time that this object was rezzed.
OBJECT_LINK_NUMBER
integer
Get this object's index in the linkset.
OBJECT_SCALE
vector
Get the size of this object.
OBJECT_TEXT_COLOR
vector
Gets the color of the floating text displayed above this object.
OBJECT_TEXT_ALPHA
float
Gets the alpha value of the floating text displayed above this object.
OBJECT_HEALTH
float
Retrieves the health of an avatar or prim.
OBJECT_DAMAGE
float
Retrieves the amount of damage a prim inflicts on collision.
OBJECT_DAMAGE_TYPE
integer
Retrieves the type of damage a prim inflicts on collision. It returns an integer that can match one of the DAMAGE_TYPE_* constants, be a custom damage type or be repurposed by a combat system.