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Nenilai Valentine
Registered User
Join date: 19 Feb 2006
Posts: 7
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03-11-2006 02:07
Hello out there
Description:
Having an Issue with the llCollision script, To be more specific, I am trying to make a lightsaber that makes a particle effect of flashing whenever it hits another Avatar, or Object.
Main Problem:
The Problem I'm having right now is that the llCollision, llCollision_Start, and llCollision_End Functions dont seem to be recognizing ANYTHING that the saber blades hit... and YES before your ask, the Blades ARE physical. I've tried a variety of things, but I cant even so much as get the blade to say "Hello Avatar" whenever it hits or interracts with ANYTHING except an AGENT.
What I think the issue is:
It seems the ACTIVE...PASSIVE...and SCRIPTED variables arent working at all. Does anyone have an Example of an item that is ATTACHED to your avatar and a PHYSICAL object that actually interracts when it collides with something, even if its just a stick or something that breaks on contact, I dont care, just need an example please = (.
Can someone please help me?
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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03-11-2006 02:15
Someone will probably come along who knows more about this than I do, but I think what you're trying to do is impossible. The physics engine on the server doesn't actually know anything about the locations of your attachments in the world. All of that stuff is graphical fluff (epiphenomenal?). I don't know how people have managed to do scripted weapons, but it isn't through physical attachments.
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-Seifert Surface 2G!tGLf 2nLt9cG
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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03-11-2006 02:25
Attachments can't be physical anyway. Basically once you put something on, in terms of collisions it becomes you. You can't use collision events to determine whether attachments hit things, all that you can detect is when the avatar collides with anything.
For hand weapons, you can
(a) use a very short-range sensor with a limited arc to check what's in front of you when the wielder clicks left mouse (or whatever the strike control is);
(b) rez a very short lifespan bullet when told to strike, which moves a little way forward and then dies, and activates the appropriate effect if it hits something.
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Nenilai Valentine
Registered User
Join date: 19 Feb 2006
Posts: 7
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Thank you = O
03-12-2006 02:42
Alright thank you very much for your responses, those answers help alot, saves me alot of time searching around for the impossible. Thank you very much for the recommendations.
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