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use physical object to wake up listener in other?

bucky Barkley
Registered User
Join date: 15 May 2006
Posts: 200
12-29-2007 23:47
I have two objects, a controller and a client. The client needs
to be told by the controller when to llDie() (so that a new client
is rezzed in place)

I'd rather not keep a listen going in the client all the time if I can
help it.

Wondering if it makes sense to have the controller become a physical
object and collide with the client long enough to wake it up (turn
on a listen, in case the controller has any commands to pass on
besides "die";). The controller would return back to its position
(less than a meter..) after bumping the client.

Am basically wondering about one object nudging another, so I can
turn on a listen. I suppose another option is llEmail().. but this seems
more fun ;)
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Bucky Barkley -- Mammal, Scripter, Builder, Lover
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-30-2007 01:10
Using the collision_start event with the collision filter function would be a most interesting way to delete prims and it would be low lag.

https://wiki.secondlife.com/wiki/Category:LSL_Collision
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-30-2007 02:00
you could rez a physical object above it and let it drop instead of moving...

I think any interaction a prim could take on another would work.. but offhand all I can think of are collisions and inventory drop... oo no, take that back, you could pass it a kill script via remote load script pin... or even a wake and listen (which you'd auto delete)... I see some interesting possibilities
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Kidd Krasner
Registered User
Join date: 1 Jan 2007
Posts: 1,938
12-30-2007 07:56
If the listen is on an uncommon channel and limited to listening to that specific object, then the lag shouldn't be a problem. I'd think it would be more efficient, since the client would get the collision start event on all collisions, not just the collision from the controller.
Luke Poplin
Registered User
Join date: 2 Feb 2007
Posts: 32
Collision Filter
12-30-2007 11:15
Actually, you can also filter collisions with llCollisionFilter.

http://www.lslwiki.net/lslwiki/wakka.php?wakka=llCollisionFilter