I would have to qualify my answer, given your response.. <br><br>The NPC collisions I deal with involve avatars bumping into various objects in the course of them walking and running about in a region. The majority of my sensors are at street intersections where I can make the NPC to react to red/green lights, or send them off in another direction. I also use them to trigger pause and reach animations for doors, or sometimes trigger reactions when encountering "Special" NPC's. The speed of the moving avatar is much lower than the speed of a bullet, and the solution I use limits the number of objects in a sim that cause reactions. Too many scripted objects / simultaneous collisions can be a serious performance issue.<br>
<br>I have not attempted to apply this design to an object like a bullet. My understanding is that best SL solution to that problem it to use the orientation of the gun ( or gun sight ) and location of the target to pre-determine if the bullet will hit/miss. Scripters in SL are using the llCastRay function to perform this
intersection determination. [ I cant say if or when llRayCast is/will be implemented in OpenSim,
or what its performance would be like compared to SL.] The bullets are still expended, but in order to minimize the accumulation of spent ammo, the bullets just "fly and die", removing themselves after a brief period of time. In that instance, you can certainly have the GUN broadcast a HIT message to the avatar, but I don't think its a good plan to script bullets to be generating and processing collision events.<br>
<br><br><br>D<br>