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Communications

ll.OwnerSay (aliased by print) is the simplest way for a script to communicate with the owner of the object directly.

This is pretty much your most common way to output what is going on inside your script, for debugging, information, or interaction purposes.

It stands out from other types of object chat and has no throttling limit.

Write about listeners, channels, ll.Say and variants — Nexii

Link messages are an easy way to communicate between scripts in the same object.

You use ll.MessageLinked to send messages and the link_message event to receive them.

With one link message you can send across a number and two strings. From the link_message event you can also tell the link number of the script that sent the message from.

Linkset data is a way to store a lot of data in an object permanently and have it accessible to all scripts in the object. The amount of data you can store is up to 128KB and is stored in a key-value format as strings.

This can be used to passively share data between scripts.

There is also a linkset_data event that can be used to monitor changes to linkset data, however it should be used with caution as it can be triggered very frequently depending how active your script is with linkset data.

Linkset data can be used many ways, from storing user settings to a clever way to slowly process through a queue of data.

How to do a HTTP request to an external web server, or even another object (Web Server below) — Nexii

Having it explained as a web server will be more useful to learners than ‘HTTP-in’ or ‘HTTP responses’ which are a bit confusing or vague and sound more like the advanced functionality that it is but also approachable with this mental model — Nexii