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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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09-11-2007 07:09
I'm using this simple script to get some temporary physical opbjects to emit sounds during collisions default { on_rez(integer start_param) {llSetTimerEvent(10);//set up timer for die } state_entry()
{ llCollisionSound("Boing", 1.0); }
timer() {llDie();//kills object after timer } }
Ok so far so good. I've got a nice big object and when i drop it onto the floor it goes boing! Now, if I reduce the size of this object to below around 0.5m per side the collision sound stops triggering. Is this due to size, mass or what? Any help would be great
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Tread softly upon the Earth for you walk on my face.
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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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09-11-2007 10:52
Ok. So now the search offers up some help. Why won't it give the same results each time! So CollisionSounds aparently only work with objects larger than 0.15m per side. Help came from this thread /54/98/31062/1.htmlSo now I must use LandCollision detection which is slower than CollisionSound. Shame. Seems odd the Lindens would limit the effect of SoundCollision when so many small physical objects are intended to collide with things (bullets for instance).
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Tread softly upon the Earth for you walk on my face.
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