Difference between revisions of "LlSetDamage"

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(omg is this example a bad idea)
m (lsl code tagging)
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|constants
|constants
|examples=
|examples=
<pre>
<lsl>
//Simple autokiller bullet:  
//Simple autokiller bullet:  
//When it rezed it scans for the closest person,
//When it rezzed it scans for the closest person,
//Moves to their location and kills them. (Because
//Moves to their location and kills them. (Because
//It collides with them)
//It collides with them)
Line 26: Line 26:
             llSetPos(llDetectedPos(0));
             llSetPos(llDetectedPos(0));
     }
     }
}</pre>
}</lsl>
|helpers
|helpers
|also_functions
|also_functions

Revision as of 08:25, 3 April 2008

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 );