Difference between revisions of "LlPushObject"

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m (<lsl> tag to <source>)
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|constants
|constants
|examples=
|examples=
<lsl>// Pushes the collided object or avatar.
<source lang="lsl2">// Pushes the collided object or avatar.
default
default
{
{
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         llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
         llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
     }
     }
}</lsl>
}</source>
|helpers
|helpers
|also_functions
|also_functions

Revision as of 14:15, 22 January 2015

Summary

Function: llPushObject( key target, vector impulse, vector ang_impulse, integer local );

Applies impulse and ang_impulse to object target

• key target group, avatar or object UUID that is in the same region
• vector impulse Direction and force of push. Direction is affected by local.
• vector ang_impulse Rotational force.
• integer local boolean, if TRUE uses the local axis of target, if FALSE uses the region axis.

Caveats

  • Only works on land where Push is not restricted or where the script is owned by the land owner.
    • If the land is owned by a group, the scripted object must be deeded to the same group.
  • The effectiveness of Push is modulated by the amount of script energy available.
    • There is a simplified code snippet describing how Push is implemented in the Havok4 project and reveals some of the details of how the energy budget affects the final Push magnitude.
  • In no-push areas an object can only push its owner.
  • ang_impulse is ignored when applying to agents or their attachments.
  • Energy use is calculated as magnitude of impulse divided by 20,000.
  • The push impact is diminished with distance by a factor of distance cubed.
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Examples

// Pushes the collided object or avatar.
default
{
    collision_start(integer num_detected)
    {
        llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
    }
}

Deep Notes

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Signature

function void llPushObject( key target, vector impulse, vector ang_impulse, integer local );