LlCollisionSprite: Difference between revisions

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Strife Onizuka (talk | contribs)
m use inject
Strife Onizuka (talk | contribs)
m if this is true, how the hell do you restore the default behavior?
Line 3: Line 3:
{{LSL_Function/warning|Broken Feature|[[#VWR-322|VWR-322]] reports this function as broken.}}
{{LSL_Function/warning|Broken Feature|[[#VWR-322|VWR-322]] reports this function as broken.}}
|inject-2=
|inject-2=
{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true}}
{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true|empty=*}}
{{Issues|VWR-322|[[llCollisionSprite]] broken in newer releases.|type=bug}}
{{Issues|VWR-322|[[llCollisionSprite]] broken in newer releases.|type=bug}}
|func_id=161|func_sleep=0.0|func_energy=10.0|func=llCollisionSprite|p1_type=string|p1_name=impact_sprite
|func_id=161|func_sleep=0.0|func_energy=10.0|func=llCollisionSprite|p1_type=string|p1_name=impact_sprite
|func_footnote
|func_desc=Suppress default collision sprites, replace default impact sprite with {{LSLP|impact_sprite}}
|func_desc=Suppress default collision sprites, replace default impact sprite with impact_sprite (empty string to just suppress)
|func_footnote=To suppress the collision sprite all together, just use an empty string as the value for {{LSLP|impact_sprite}}
|return_text
|return_text
|spec
|spec

Revision as of 22:32, 22 June 2012

Broken Feature Warning!

VWR-322 reports this function as broken.

Summary

Function: llCollisionSprite( string impact_sprite );
0.0 Forced Delay
10.0 Energy

Suppress default collision sprites, replace default impact sprite with impact_sprite

• string impact_sprite a texture in the inventory of the prim this script is in, a UUID of a texture or an empty string

To suppress the collision sprite all together, just use an empty string as the value for impact_sprite

Caveats

  • If impact_sprite is not an empty string and...
    • impact_sprite is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If impact_sprite is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.

Examples

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llCollisionFilter
•  llCollisionSound

Deep Notes

Signature

function void llCollisionSprite( string impact_sprite );