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llVolumeDetect Wierdness

OmniCron Overlord
Registered User
Join date: 28 Nov 2005
Posts: 31
04-24-2006 08:37
I have some strange issues with a prim that has been set to true on volume detection. If I collide with it then it raises the appropriate event (collision_start). However, if I touch it while i am collinding with the object, it throws the collision_start event AGAIN. The touch event just has simple llOwnerSay functions. Any idea why this occurs?
Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
it's a bug
04-24-2006 09:19
It's a bug that I reported over a year ago. I can't remember the specifics but I think it will throw that collision_start if you click anything while standing in it. Also Av's teleporting won't throw collision_end.

It ruined one of my projects way back when.. was a really neat project to, but I've had lots of really great ideas ruined by a bug or just something they left out of lsl..
OmniCron Overlord
Registered User
Join date: 28 Nov 2005
Posts: 31
04-24-2006 12:20
What other things would cause no colision end or no collision start?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-24-2006 14:48
From: Zalandria Zaius
It's a bug that I reported over a year ago. I can't remember the specifics but I think it will throw that collision_start if you click anything while standing in it. Also Av's teleporting won't throw collision_end.
Both of these problems can be worked around, with extra state and timers.
OmniCron Overlord
Registered User
Join date: 28 Nov 2005
Posts: 31
04-24-2006 14:55
Ok now i am experiencing another bug where the person enteres the volume detect prim and sits down. For some reason when they get up and leave it does not throw a collision_end event.
Caoimhe Armitage
Script Witch
Join date: 7 Sep 2004
Posts: 117
04-25-2006 09:55
From: Argent Stonecutter
Both of these problems can be worked around, with extra state and timers.


Oy. Vey.

Hard work for unsatisfactory behavior.

Joy.

- C
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-25-2006 11:19
From: Caoimhe Armitage
Hard work for unsatisfactory behavior.
Just about any real-time control system has problems with extra and missing input from sensors. LSL seems needlessly sloppy about it, though, given it's not actually simulating real sensors.

What I'd do would be to have the collision_start kick off an llSensorRepeat(), put all the work in sensor()/no_sensor(), and have that turn off when the avatar left the detection zone. That way you're not using CPU time when idle but you're avoiding all the missed state transition and many of the queue issues.