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Beatrix MacKay
Registered User
Join date: 9 Jul 2006
Posts: 23
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06-24-2007 11:19
Ok, I am stucked, and no ideas....
Trying to make a counter for races, and ran into the following problem:
Using llVolumeDetect works fine, asl long as the object that collides wih the counterline is an avatar (agent). If the agent now sits on a vehicle, instead of the avatar the vehicle object is detected as on the collision_start event. Bad on that is every active script task, for example each wheel that contains a script for turning etc. is triggering a collision start now, so passing the counterline with a vehicle with an active vehicle script plus 4 wheel scripts counts the laps down now by 5...
Has someone an idea if it ispossible - and how, to either: - detect only the avatar that is sitting on the vehicle and steering it when it crosses the llVolumeDezect object ?
or
- detect one single script or prim sinside the vehicle, that can be used as a trigger so the collision event only reacts if this specific prim/script collides ?
Would be very thankful for every idea or help.
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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Approach the problem from the other direction
06-24-2007 13:25
Have part of the vehicle detect collision with the counter and use that to trigger some form of communication with the counter.
_____________________
I'm back......
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Beatrix MacKay
Registered User
Join date: 9 Jul 2006
Posts: 23
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solved it 
06-25-2007 03:59
Thank you for your reply Newgate,
thought about hat already too but gave up on it cause a communication beteween the vehicle and the counter is not reliable in laggy situations on a race event wif many ppl are there...
Solved it now in the way that I use a short timer and check if the the collision event already appeared within a time of maybe 3-5 seconds, if that is the case the collision is ignored. The checklist resets itself after 3-5 seconds, so a new collision of the same vehicle ID being detected later is registered again.
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Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
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06-25-2007 07:01
could you just change the llcollisionfilter so that way it doesn't accept anything after the first collision?
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Shadow Subagja
Registered User
Join date: 29 Apr 2007
Posts: 354
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06-26-2007 10:29
maybe couple that with a laptimer object of a known name/key that you can filter against and request every racer attach to their car?
Like:
llCollisionFilter("LapTimer", NULL_KEY, TRUE);
for an object named LapTimer?
Not sure if that would work, but seems it might if you are registering multiple collisions for the link set comprising the car.
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