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Daisy Rimbaud
Registered User
Join date: 12 Oct 2006
Posts: 764
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06-03-2008 13:25
I've been playing with a bullet script and found that, on land where push is restricted, the Collision_start event does not trigger if the bullet collides with an avatar - even if it doesn't actually exert any push. I put in a line in Collision_start that just says what was hit, and this is fine when what is hit is an object, but if it's an avatar, nothing happens.
Can this be right?
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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06-03-2008 15:48
push restricted is... push restricted?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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06-03-2008 15:59
This is not something that I have noticed I must say, and I just tested it with an alt shooting at me in my own no-push area, wearing an attachment which detects collisions, as well as projectiles which do things on collision, and everything seemed to be normal.
Is there some sort of collision filter on the bullets? Try resetting it, it may be a prim property.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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06-03-2008 16:19
Most land is push restricted. We'd all know if 'collision_start' didn't work in such areas. Believe me.
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Daisy Rimbaud
Registered User
Join date: 12 Oct 2006
Posts: 764
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06-04-2008 03:43
Yes, it does seem very odd.
In sim #1 - If bullet hits object, collision_start event is fired; if bullet hits avatar, it isn't, BUT collision detector worn by avatar reports a collision with bullet.
In sim #2 - Collision_start always works.
The only difference I can see in moving from sim #1 to sim #2 is that the first is push-restricted.
I'm really scratching my head here! Why should collision_start not work in the bullet when quite clearly a collision occurred, as reported by the test subject's Mysti? If there was something wrong with the script it would fail consistently, not just in one sim and not the other.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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06-04-2008 04:14
If you turn off any llDie on collision?
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http://ordinalmalaprop.com/forum/ - visit Ordinal's Scripting Colloquium for scripting discussion with actual working BBCode!
http://ordinalmalaprop.com/engine/ - An Engine Fit For My Proceeding, my Aethernet Journal
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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06-04-2008 04:24
What you've got here is your first 'reverse engineer" of the server code. LL's work around for the complex code of "is X being pushed" (moved involuntarily from point a to point b) they let a mear contact flag (collision event raised) subsitute. It IS the less laggy of alternatives, sorry if it bungles your plans.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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06-04-2008 09:34
Oh. Here's a thought. Are the areas where you don't get the collision event damage-enabled, and has damage been set for the bullet? See http://www.lslwiki.net/lslwiki/wakka.php?wakka=llSetDamage
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