Difference between revisions of "LlSetDamage"

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|func_id=157|func_sleep=0.0|func_energy=10.0
|func_id=157|func_sleep=0.0|func_energy=10.0
|sort=SetDamage
|sort=SetDamage
|func=llSetDamage|p1_type=float|p1_name=damage|p1_desc=range: 0.0 (no [[damage]]) ~ 100.0 (instant [[death|kill]])
|func=llSetDamage|p1_type=float|p1_name=damage|p1_desc=range: -100.0 (full heal) ~ 100.0 (instant kill)
|func_footnote
|func_footnote
|func_desc=Sets the amount of '''damage''' that will be done when this object hits an avatar.
|func_desc=Sets the amount of {{LSLP|damage}} that will be done when this object hits an avatar.
|return_text
|return_text
|spec=
|spec=
For an avatar to take damage when the object collides with an avatar...
For an avatar to take damage when the object collides with an avatar...
*The object must be physical, and
*The object must not be [[STATUS_PHANTOM|phantom]] or [[llVolumeDetect]]([[TRUE]])
*The avatar must be on the land where "Safe (no damage)" is disabled.
*The avatar must be on the land where "Safe (no damage)" is disabled.
**The object however does not need to be on or even partially over damage enabled land.
When these preconditions are met, the avatar receives the damage, and the object will [[llDie|die]] without calling the {{LSLGC|Collision|collision}} events.
When these preconditions are met, the avatar receives the damage, and the object will [[llDie|die]] without calling the {{LSLGC|Collision|collision}} events.
|caveats=
|caveats=
*If '''damage''' is outside the range of [0, 100], it performs an instant kill.
*{{LSLP|damage}} is a [[Prim Properties|Prim Property]], and may be applied even if there is no running script.
*If the object is not over damage enabled land when it collides, the object will ''not'' die and the {{LSLGC|Collision|collision}} or {{LSLGC|Land Collision|land_collision}} events will be queued.
*If {{LSLP|damage}} is 100.0 or greater, the object will instantly [[death|kill]] even a fully healthy avatar.
*If the object is not physical, the object will be damage enabled if it becomes physical; it will however not be physical while it is not damage enabled.
*If {{LSLP|damage}} is less than zero, the avatar will he healed for the indicated amount.
*If a damage enabled object hits an object that an avatar is sitting on, the avatar receives the damage just the same as they would if they had been hit directly.
*If a damage enabled object hits a physics enabled object that one or more avatars are sitting on, damage will be distributed to all seated avatars.
|constants
|constants
|examples=
|examples=
<lsl>//Simple autokiller bullet:  
<syntaxhighlight lang="lsl2">//Simple autokiller bullet:
//When it rezzed it scans for the closest person,
// This will instantly "kill" on collision if contact is made with avatar on damage enabled land.
//Moves to their location and kills them. (Because
 
//It collides with them)
default
default {
{
     on_rez(integer i) {
     on_rez(integer param) // Becomes active when rezzed.
         llSetTimerEvent(10.0);
    {
         llSensor("", "", AGENT, PI, 96.0);
         llSetDamage(100.0); // Set the damage to maximum.
         llSensor("", "", AGENT, 96.0, PI); // Sweep a 96 meter sphere searching for agents.
     }
     }
    timer() { llDie(); }
     sensor(integer num) // If an agent is detected...
     sensor(integer num) {
    {
         llSetStatus(STATUS_PHYSICS, TRUE);
         llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
         llSetDamage(100.0);
         llSetTimerEvent(10.0); // Set a 10 second timer.
         llMoveToTarget(llDetectedPos(0), 1.0);
         llMoveToTarget(llDetectedPos(0), 0.5); // Move to the detected position.
     }
     }
}</lsl>
    no_sensor() // If no agents are detected...
    {
        llDie(); // Auto destruct.
    }
    timer() // If we missed our target...
    {
        llDie(); // Auto destruct.
    }
}</syntaxhighlight>
|helpers
|helpers
|also_functions
|also_functions
|also_events
|also_events
|also_articles
|also_articles=
{{LSL DefineRow||[[Damage]]|How damage works in Second Life}}
{{LSL DefineRow||[[Death]]|The concept of death in Second Life}}
{{LSL DefineRow||[[Combat]]|Combat in Second Life}}
{{LSL DefineRow||[[Weapon]]|Weapons in Second Life}}
|notes
|notes
|permission
|permission

Latest revision as of 12:43, 13 October 2023

Summary

Function: llSetDamage( float damage );

Sets the amount of damage that will be done when this object hits an avatar.

• float damage range: -100.0 (full heal) ~ 100.0 (instant kill)

Specification

For an avatar to take damage when the object collides with an avatar...

  • The object must not be phantom or llVolumeDetect(TRUE)
  • The avatar must be on the land where "Safe (no damage)" is disabled.
    • The object however does not need to be on or even partially over damage enabled land.

When these preconditions are met, the avatar receives the damage, and the object will die without calling the collision events.

Caveats

  • damage is a Prim Property, and may be applied even if there is no running script.
  • If damage is 100.0 or greater, the object will instantly kill even a fully healthy avatar.
  • If damage is less than zero, the avatar will he healed for the indicated amount.
  • If a damage enabled object hits a physics enabled object that one or more avatars are sitting on, damage will be distributed to all seated avatars.
All Issues ~ Search JIRA for related Bugs

Examples

//Simple autokiller bullet:
// This will instantly "kill" on collision if contact is made with avatar on damage enabled land.

default
{
    on_rez(integer param) // Becomes active when rezzed.
    {
        llSetDamage(100.0); // Set the damage to maximum.
        llSensor("", "", AGENT, 96.0, PI); // Sweep a 96 meter sphere searching for agents.
    }
    sensor(integer num) // If an agent is detected...
    {
        llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
        llSetTimerEvent(10.0); // Set a 10 second timer.
        llMoveToTarget(llDetectedPos(0), 0.5); // Move to the detected position.
    }
    no_sensor() // If no agents are detected...
    {
        llDie(); // Auto destruct.
    }
    timer() // If we missed our target...
    {
        llDie(); // Auto destruct.
    }
}

See Also

Articles

•  Damage How damage works in Second Life
•  Death The concept of death in Second Life
•  Combat Combat in Second Life
•  Weapon Weapons in Second Life

Deep Notes

Search JIRA for related Issues

Signature

function void llSetDamage( float damage );