llSameGroup

integer llSameGroup(key id); Returns TRUE if the agent/object associated with id has the same active group (and is currently in the same simulator) as the object the script is in. If not, this function returns FALSE. Note: “group” does not refer to links...

llSetCameraAtOffset

llSetCameraAtOffset(vector offset) Sets the camera at offset used in this object if an avatar sits on it. Use ZERO_VECTOR to cancel. The same functionality can be found in llSetCameraParams and more. The offset argument defines the point the camera is facing (relative...

llSetCameraEyeOffset

llSetCameraEyeOffset(vector offset) Sets the camera eye offset used in this object if an avatar sits on it. Use ZERO_VECTOR to cancel. The same functionality can be found in llSetCameraParams and more. This defines the position of the camera. Define the point...

llSetCameraParams

llSetCameraParams(list rules) Sets multiple camera parameters at once. List format is [rule1, value1, rule2, value2 . . . ruleN, valueN] Requires PERMISSION_CONTROL_CAMERA. The agent/avatar camera function targets the agent that gave PERMISSION_CONTROL_CAMERA to the...

llSetDamage

llSetDamage(float damage) Sets the amount of damage that will be done to an avatar that the scripted object collides with. The scripted object will die (be deleted) immediately on colliding and no event handlers will be executed first. damage is a percentage (0...