Difference between revisions of "LlPushObject"

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*In no-push areas an object can only push its owner.
*In no-push areas an object can only push its owner.
*'''ang_impulse''' is ignored when applying to agents.
*'''ang_impulse''' is ignored when applying to agents.
*[[Energy]] use is calculated as magnitude of impulse divided by 2000.
|constants
|constants
|examples=
|examples=

Revision as of 00:23, 7 December 2008

Summary

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

Applies impulse and ang_impulse to object id

• key target Avatar or object UUID in the sim
• 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.
  • Energy use is calculated as magnitude of impulse divided by 2000.
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Examples

<lsl>// Pushes the collided object or avatar. default {

   collision_start(integer num_detected)
   {
       llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
   }
}</lsl>

Deep Notes

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Signature

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