| LSL Concepts |
How to get into Second Life without really trying Selby Evans is Thinkerer Melville in Second Life |
In this page and several pages nested under it, I will give a general overview of the concepts in LSL that are important to the casual scripter. Note that word casual. From the standpoint of the professional scripter, I will oversimplify and ignore professionally important matters. |
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Warning! Do not study these
concepts. Extreme boredom risk! Extreme
boredom may be mistaken as a symptom of ADD, ADHD, or other letter
combinations.
Unless you have a high tolerance for boredom, the only safe way to deal with these concepts is to glance over them (about 5 minutes) every once in a while. Meanwhile, continue with script modding. You will occasionally find yourself wondering about something that may relate to these concepts. You may safely examine these concepts if you know what you are looking for and really want to find it. |
Script modding |
| What LSL understands is events. You need to understand them too. | Event concepts |
| LSL lives in objects and controls what the object does | Objects and their properties |
| Each event owns a code block to specify what happens when the event occurs. That code block is what immediately follows the event marker | Code Blocks |
| States | States |
| User defined functions are convenient modules for script modding. | User defined function |
| "I deleted the script but the prim thinks it is still there." | Prim Properties |
| Setting colors and textures | Colors and Textures in LSL |
| Global variables are needed for transferring data from one code block to another. | Global variables |
| Objects have sides and you can do things to individual sides. | Sides |
| The particle system has so many uses it deserves special attention. | Particle system |
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The Thinkerer
10/25/2008 Copyright (c) D. F. Dansereau & S. H. Evans |
LODScr | ||
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