Difference between revisions of "LlSetDamage"

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m (lsl code tagging)
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|sort=SetDamage
|sort=SetDamage
|func=llSetDamage|p1_type=float|p1_name=damage
|func=llSetDamage|p1_type=float|p1_name=damage
|func_footnote=If '''damage''' is greater then 100.0, it will kill the agent it hits. If the object hits another object it will {{LSLG|llDie|die}}.
|func_footnote=If '''damage''' is greater then 100.0, it will [[death|kill]] the agent it hits. If the object hits another object it will [[llDie|die]].
|func_desc=Sets the amount of damage that will be done when this object hits an agent.
|func_desc=Sets the amount of damage that will be done when this object hits an agent.
|return_text
|return_text

Revision as of 16:50, 3 May 2009

Summary

Function: llSetDamage( float damage );

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

• float damage

If damage is greater then 100.0, it will kill the agent it hits. If the object hits another object it will die.

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);
       llSetDamage(10000.0);
       llSensor("", "", AGENT, PI, 96.0);
   }
   timer() { llDie(); }
   sensor(integer num) {
       for(num = 100;--num;)
           llSetPos(llDetectedPos(0));
   }
}</lsl>

Deep Notes

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Signature

function void llSetDamage( float damage );