llSetObjectName(string name)
Sets the
object/
prim's name to
name
Limited to 63 characters being displayed and edited in SL client but upto 255 can be saved (
llSetObjectName)and retrieved (
llGetObjectName and
llKey2Name) via scripts. Using
llSetObjectName on the "server object" and
llKey2Name on the "client object" can allow object to object communications within the same sim up to 255 chars.
Use
llGetObjectName to get the object's name.
This can be used in any prim in a
linked object. This can be useful if you wish to identify which linked prim is communicating via
llHTTPRequest,
llInstantMessage,
llEmail,
llWhisper,
llSay,
llShout or
llOwnerSay.
Note: It's possible to see the prim name in edit mode using the "Edit linked parts" option, so don't use this to store sensitive data.
Calling
llSetObjectName in an object worn as a HUD will change its name, but
only while it is worn. In inventory, the name change
will not be reflected. Taking it off and re-wearing the HUD is like renaming it back to what it was before your script renamed it.
You can also access or change a prim's description field with
llGetObjectDesc and
llSetObjectDesc.
Functions |
Object |
Prim