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bucky Barkley
Registered User
Join date: 15 May 2006
Posts: 200
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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
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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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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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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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
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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.
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Luke Poplin
Registered User
Join date: 2 Feb 2007
Posts: 32
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Collision Filter
12-30-2007 11:15
Actually, you can also filter collisions with llCollisionFilter. http://www.lslwiki.net/lslwiki/wakka.php?wakka=llCollisionFilter
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