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Script required for llCollisionSound() to work?

Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
01-25-2006 12:26
I'm building an irregular cave-type floor and want to use llCollisionSound() to get rid of all the unpleasant bumping noises as I walk around.

I had hoped that I could call llCollisionSound() to turn off the noises and then have the script delete itself. Seemed to me that collision sound should be a property of the prim.

But that doesn't seem to be the case. It seems like the script has to be running in order for it to have an effect.

Has it always been this way? It seems stupid for me to keep scripts running in all of these prims just to get rid of the collision sound! Shouldn't I be able to set it and forget it? :rolleyes:

Anyway, here's what I wanted to do:

CODE

silence()
{
llCollisionSound( "", 0.0 );
}

die()
{
llRemoveInventory( llGetScriptName() );
}

silenceAndDie()
{
silence();
die();
}

default
{
state_entry()
{
silenceAndDie();
}

on_rez(integer start_param) {
silenceAndDie();
}

}
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-25-2006 13:34
A script that's running but not doing anything (that is, it's only waiting on an event that isn't going to happen) shouldn't use significant resources.