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Ynot Fenua
Registered User
Join date: 11 Oct 2006
Posts: 18
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07-08-2007 13:13
I have a link multiprim surface - with a script to detect collisions in the root prim.
I was hoping that an Agent landing on the surface would trigger a single Collision State event - and then another collision_end would happen when they stepped off the surface.
Instead I get loads of Collisions starts and ends - even when i just turn around on the same prim.
what am i doing wrong ... ?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-08-2007 14:18
I think those are footsteps.
An ugly kludge that might do what's desired: float a phantom prim a half-meter or so off the surface and set its llVolumeDetect(TRUE); then monitor collision_starts and _ends from it. (Of course, it can't be linked with the surface or then the surface would go phantom, too, so the collision events would have to be communicated to a listen in the script in the surface prim--assuming that's where the collision info is important.)
The scheme assumes that once an avatar settles through that phantom prim, they're gonna land on the surface. If that's not precise enough, one could monitor for a sequence of collision_starts, first with the phantom prim and then with the surface, after which further collision-related events with the surface are ignored till the next collision_start in the phantom.
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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07-08-2007 14:43
It's "gravity". When you move or rotate, gravity is applied and you "bounce" on the prim. It settles down eventually when you lose momentum, but you will get several collisions before that happens.
Once you're stable (lost your momentum), the collisions will stop. You could even delete the prim and won't fall until you try to move or turn.
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