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Prim Pushing Fun

Foster Virgo
Registered User
Join date: 16 Jun 2004
Posts: 175
08-21-2004 21:22
Ok got a question on prim pushing.

What I want to be able to do is have a bullet that is fired that can push large linked physical prim cubes or spheres, but I don't want the bullets to have any effect on avatars incase of strays or someone landing in front of it on accident.

Now the float hitpower seems to be the evil for avatars but is that what will push the prims? The only sample script I could find that is not locked has float hitpower set to something like 100000000, but it's not good if it hits an avatar becuase it throws them way to far.
Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
08-22-2004 00:12
If your script chooses its target with a sensor, you can use the llDetectedType library call to test if the target is an avatar, and then apply a push only if it's not.
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
08-23-2004 16:34
From: someone
Originally posted by Jake Cellardoor
If your script chooses its target with a sensor, you can use the llDetectedType library call to test if the target is an avatar, and then apply a push only if it's not.


llDetectedType() works with collision() too... ^^
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