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Discussion: collision_start switch to RezObject

ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
02-04-2007 07:45
This script was developed with the helpful advice of others in the scripting forum. It can be used to rez an object when somone walks over or bumps into the prim it is in or any prim linked to it. It has been tested in SL.

CODE
default 
{
collision_start(integer total_number)
{
state RezObject;
}
}


state RezObject
{
state_entry()
{
llSetTimerEvent(30);
//llSay(0, llDetectedName(0) + "Who dares to trespass here?!?!");
llRezObject("Object", llGetPos() + <0, 0, 1>, ZERO_VECTOR, llGetRot(), 0);

}

timer()
{
llSetTimerEvent(0);
state default;
}
}
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
Original Thread
02-06-2007 11:45
/15/1f/164265/1.html
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i've got nothing. ;)
Joker Opus
Registered Usimibober
Join date: 9 May 2006
Posts: 363
02-24-2007 17:41
Maybe Im just not seeing it.. but couldnt you just do -

CODE

default
{
collision_start(integer bump)
{
llRezObject("Object", llGetPos() + <0, 0, 1>, ZERO_VECTOR, llGetRot(), 0);
}
}
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Jøkêr Øpüs
PLEASE FIX THE WEAPON TESTING SANDBOX - AN OLD SECONDLIFE HANGOUT!
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
02-25-2007 01:54
The reason for the timer was due to multiple collision start events being generated.