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llWater
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**##[[float]] llWater([[vector]] [[offset]])##** [[return Returns]] the [[water]] height at the current [[position]] + **##[[offset]]##**. The water height is the same across the whole [[simulator]], so the **##offset##** is irrelevant. **##offset##** cannot be used to get the water height for a neighboring sim. This value does not vary with wave motion (if you have ripple water turned on in [[client]] preferences), i.e. it cannot be used to make realistic [[vehicles boats]] that bob with waves. Wave rendering (the water rising and falling) is performed by the client, so everyone is seeing a different version of the water dynamics. While there is not an ##llOverWater## function to detect if land is above water, this fragment of code works the same way, by using ##[[llGround]]##. %%(lsl) // Please note that this is subject to the same attachment irregularities as llGround is. // See the llGround page for more details. integer OverWater(vector offset) { return (llGround(offset) < llWater(offset)); } %% ---- [[Functions]] | [[Simulator]] | [[Land]]
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