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System Variables โ€‹

System variables are values the scripts know at any moment. You cannot change them; you read them in conditions. They always start with !.

VariableTypeValue
!owner_keykeyUUID of the object's owner.
!touched_keykeyUUID of the avatar who clicked the button.
!touched_faceintegerNumber of the face that was clicked (0โ€“7).
!av_statusstringWhat the owner's avatar is doing right now (see the list below).
!posvectorThe owner's avatar position in the region.

Open the Object Variables panel (tools button โ†’ { } โ†’ System tab) to see this list inside the panel.

!av_status values โ€‹

ValueMeaning
StandingStanding still
WalkingWalking
RunningRunning
JumpingIn the air during a jump
PreJumpingStart of a jump
LandingLanding after a jump
Soft LandingA light landing
CrouchingCrouched
CrouchWalkingWalking while crouched
Turning Left / Turning RightTurning in place
SittingSitting on an object
Sitting on GroundSitting on the ground
Standing UpGetting up
FlyingFlying
FlyingSlowBetween hovering and flying
HoveringFloating in place
Hovering Up / Hovering DownAscending / descending
Taking OffStarting to fly
Falling DownFalling
StridingStuck on an edge

Examples โ€‹

Owner-only button. Condition !touched_key == !owner_key: success runs the real function, failure sends a Message "Owner only".

One prim, many buttons. Condition !touched_face == 2 โ†’ helper face_2; nest another condition in the failure path for face 3, and so on.

Only while flying. Condition !av_status == Flying โ†’ success plays the wings animation.

Notes โ€‹

  • Comparing a key with a key or with a string is allowed; comparing it with a number is not.
  • !av_status reflects the owner, not whoever clicked.
  • More system variables will be added over time; the panel's System tab is always the current list.