Difference between revisions of "LlSetDamage"

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(I have tested this. I'm not just guessing.)
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|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]] and
*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 needs only be partially over damage enabled land. Its [[llGetPos|pos]] need not be.
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.
*If '''damage''' is 100.0 or greater, the object will instantly [[death|kill]] even a fully healthy avatar.
*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 '''damage''' is zero or less, no damage will be inflicted and the object will ''not'' die and the {{LSLGC|Collision|collision}} or {{LSLGC|Land Collision|land_collision}} events will be queued.
*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 the object is not partially 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 a damage enabled object hits a physics enabled 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 an avatar is sitting on, the avatar receives the damage just the same as they would if they had been hit directly.
|constants
|constants

Revision as of 15:58, 9 May 2010

Summary

Function: llSetDamage( float damage );

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

• float damage range: 0.0 (no damage) ~ 100.0 (instant kill)

Specification

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

  • The object must not be phantom and
  • The avatar must be on the land where "Safe (no damage)" is disabled.
  • The object needs only be partially over damage enabled land. Its pos need not be.

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

Caveats

  • If damage is 100.0 or greater, the object will instantly kill even a fully healthy avatar.
  • If damage is zero or less, no damage will be inflicted and the object will not die and the collision or land_collision events will be queued.
  • If the object is not partially over damage enabled land when it collides, the object will not die and the collision or land_collision events will be queued.
  • If a damage enabled object hits a physics enabled object that an avatar is sitting on, the avatar receives the damage just the same as they would if they had been hit directly.
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Examples

<lsl>//Simple autokiller bullet: //When it rezzed it scans for the closest person, //Moves to their location and kills them. (Because //It collides with them) default {

   on_rez(integer i) {
       llSetTimerEvent(10.0);
       llSensor("", "", AGENT, PI, 96.0);
   }
   timer() { llDie(); }
   sensor(integer num) {
       llSetStatus(STATUS_PHYSICS, TRUE);
       llSetDamage(100.0);
       llMoveToTarget(llDetectedPos(0), 1.0);
   }
}</lsl>

Deep Notes

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Signature

function void llSetDamage( float damage );