OsVolumeDetect

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|additional_info= This function was added in 0.9.0.1
 
|additional_info= This function was added in 0.9.0.1
 
At current time, this is not persistent (so the on_rez on example)<br>
 
At current time, this is not persistent (so the on_rez on example)<br>
This is also lost of changing physics state, or link.<br>
+
This is also lost on changing physics state, or link.<br>
 
Note that like with llVolumeDetect, the name Volume is misleading. Detection will only be by volume on some basic shapes like pure spheres or pure boxes. On other shapes it will only be by surface collisions. What prims will do by volume or surface, depends on the physics engine
 
Note that like with llVolumeDetect, the name Volume is misleading. Detection will only be by volume on some basic shapes like pure spheres or pure boxes. On other shapes it will only be by surface collisions. What prims will do by volume or surface, depends on the physics engine
  
 
}}
 
}}

Revision as of 18:01, 2 February 2020

osVolumeDetect(integer detect)
If script is on root prim, it is like llVolumeDetect(). On child prims, it will turn just that prim a detector.
Threat Level This function does not do a threat level check
Permissions Use of this function is always allowed by default
Extra Delay 0 seconds
Example(s)
// Example of osVolumeDetect
 
default
{
    state_entry()
    {
        llSay(0, "Script running");
        osVolumeDetect(TRUE);
    }
    on_rez(integer hh)
    {
        osVolumeDetect(TRUE);
    }
    collision_start(integer uu)
    {
        llOwnerSay("s");
    }
    collision_end(integer uu)
    {
        llOwnerSay("e");
    }    
}
Notes
This function was added in 0.9.0.1

At current time, this is not persistent (so the on_rez on example)
This is also lost on changing physics state, or link.
Note that like with llVolumeDetect, the name Volume is misleading. Detection will only be by volume on some basic shapes like pure spheres or pure boxes. On other shapes it will only be by surface collisions. What prims will do by volume or surface, depends on the physics engine


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