Table of Contents
Command List
Note: This is a living document and will be updated each time commands are added or changed. Last Update: 2026-Jan-01 15:11
Commands may have parameters, which are separated by a pipe, e.g. anim|dance1.
Control
-
label|screates label s -
jumpto|sgo to label s. Can go forwards or backwards through action sequence -
end|sremoves everything from label s to theendstatement from the action sequence -
stopdisable use of the main action stream -
startcontinue use of main action stream from last action -
rand|maxpicks a random number between zero and max; max can be zero.
Talk
-
say|c|swhere c is a channel and s is the text to say -
sayto|k|c|sas for say, but k is the key of the avatar/object to speak to -
shout|c|swhere c is a channel and s is the text to shout -
whisper|c|swhere c is a channel and s is the text to whisper -
convo|name|scriptwhere name is the name of an actor and script is the name of a script to run
Conversation scripts contain markups such as %fname% which get replaced at runtime, and puppet both the primary actor (who enacts this command) and the named actor. It is necessary for both actors to hold their part of the conversation, so this is non-trivial to setup.
Motion
-
moveto|targetwhere target is a vector. Instant travel to target pos -
flyto|targetwhere target is a vector. Fly to target pos and land -
rot|rwhere r is the rotation to orient the actor -
run|targetwhere target is a vector to run to -
walk|targetwhere target is a vector to walk to -
stopmovestops amoveto -
tp|target|lookatwhere target is a vector to teleport to and lookat is an optional vector -
gth|fwhere f is the height (as a float) to go to. Useful for faking elevator teleports -
rise|fwhere f is the height (as a float). This adds f to the current elevation. Can be negative to lower
It is notable that both gth and rise will ignore obstacles to place the actor at the required height. It is as if the actor becomes phantom during the transition.
Animation
-
anim|xwhere x is the name of an animation file, which must exist in the actor's prim inventory -
lookat|t|target|owhere t is 0 or 8 (NPCLOOKAT_NONE or NPCLOOKAT_FOCUS), o is an offset vector from target -
sit|kwhere k is the key of the object to sit on -
standto unsit -
stopanimwill stop the currently running animation
Actions
-
appearance|kwhere k is the key of an appearance notecard -
despawnremove actor from scene (may be replaced on next fetch!) -
play|sound1|sound2where sound1 & sound2 are keys to sound files, and sound2 is optional -
touch|k|pwhere k is the key of the object to touch and p is the optional prim number (default: root) -
wait|nwhere n is seconds of real time -
waituntil|twhere t is a timestring ashh:mmorhh:mm:ssrepresenting apparent time in the current frame -
waitto|uwhere u is a time in unixtime. Waits until that moment
Puppeteer
Puppetering commands are broken into those enacted by the controlling actor, and those that are enacted by the puppet. For the controlling actor, commands for self are normal commands. Commands intended for the puppet are the same as above but with the prefix pup. When a command is sent to the puppet, the pup prefix is stripped - therefore the puppet receives normal commands and does not know the difference. The following are commands specific to puppeteering and may be utilised by both the puppet and the puppeteer.
-
inject|sinserts a series of commands into the action sequence -
actor|kkey of actor listener to puppeteer -
load|kloads a file of commands where k is the key of the file
In theory, an actor can instruct a puppet to puppeteer another actor, but that would probably not be a good thing. Like crossing the beams.
The inject command creates an automatic label at the beginning of the injected commands and end at the end of the injected commands, which forces the injected commands to be removed from the action stream once they have been completed. The actor can then resume normal actions where they left off.
Note that individual commands can be injected by the controlling actor if a stop/start sequence is issued.

Discussion