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Question, can the pull down materials be usefull for collisions?

InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
09-17-2007 07:55
You have bullets checking for hitting a target and going splat, and splat maybe in another way for hitting the ground.

Is there a way to check what material you may be hitting? Like any of the materials in the tool menu for building, under the objects tab?

The list contains: stone, metal, glass, wood, flesh, plastic, and rubber. All in a pull down under objects tab in your building tools. Is there a way to detect the type of material with collision?? If there is, it would be nice to make pieces of stone rez and fall away from a stone, blood to squirt when hitting flesh, bounce when hitting rubber, and splinter wood when hitting wood. Not to mention that splash I mentioned when coliding with a prim named water. I already know how to make the water splash. I just think if the bullet can detect it landed on a water prim, it would be posible not to flame up when in water.

I have stayed awake going on 30 hours now looking for it, and haven't found anything. I need some sleep, but this is keeping me awake.

InuYasha Meiji
Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
09-17-2007 10:16
To be honest, 90% of content in the game is set to wood, so I don't think this would be too beneficial as most material is just a texture.

You could have it spit out some smoldering debris that could really be anything if it hits an object or splats blood, etc, if it hits a person. You should be able to determine at least if you hit an object or a person.
Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
09-17-2007 23:21
Material type does not affect object mass. least not with the current physics engine.

But it DOES affect friction.
InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
I have chosen this forum to reply to from not on, on this topic
09-18-2007 00:07
I have noticed a difference here and there by changing material types. BTW I use them in my builds just in case. But if you make steeps or othr floor changes, when you walk on them the sound in different. If your first level is stone or concrete and use a stone material it sound more solid and like stone and wood sounds more like a wooden surface. It ads to the realizem.

try it if you ever make stone steps leading to a wooden floor or dock.

Oh, and I did find a way to detect if I hit linden water. When the cannon ball makes a hit, which it does when it hits water and the z axis of the cannon ball is less then llWater(ZERO_VECTOR) water level then you hit linden water. Linden Water all through the world start at that same level.

I am eventually hoping to make ship that can battle it out on the linden sea. So I had to be able to tell if you hit land or water. Just hoping for a little more. Like wood for hull and if you hit an AV directly blood and so on. That is WHY I wanted to know this stuff.


-InuYasha Meiji
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
09-18-2007 03:15
Water is set at different heights in different sims- or does the ZERO_VECTOR thing return what the current sim's water level is?
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InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
Water Level
09-18-2007 05:40
From: Ace Albion
Water is set at different heights in different sims- or does the ZERO_VECTOR thing return what the current sim's water level is?


If you use:

float fWaterLevel = llWater( ZERO_VECTOR );

The water level will be stored in the value fWaterLevel.

I found this out looking up llWater in the LSL Wiki.
To Wiki containing the example.

-InuYasha Meiji