Difference between revisions of "Template:LSL Constants Sensor"
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(Clarify that the DAMAGEABLE bit can be set on agents.) |
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{{!}} {{#var:comment}} | {{!}} {{#var:comment}} | ||
{{!}} Objects that has any script, which is doing anything in simulator just now. | {{!}} Objects that has any script, which is doing anything in simulator just now. | ||
{{!}}- | |||
{{!}} {{#vardefine:DAMAGEABLE|{{LSL Const|DAMAGEABLE|integer|32|hex=0x20|c=Objects & agents that are able to process damage.}}}}{{#var:DAMAGEABLE}} | |||
{{!}} {{#var:value}} | |||
{{!}} {{#var:comment}} | |||
{{!}} Filter for objects in world that have a script with [[on_damage]] or a [[final_damage]] event (able to process damage) | |||
{{!}}} | {{!}}} | ||
</div><div style="display:inline-block;"> | </div><div style="display:inline-block;"> | ||
{{{!}} {{Prettytable}} | {{{!}} {{Prettytable}} | ||
{{!}}-{{Hl2}} | {{!}}-{{Hl2}} | ||
!llDetectedType() | ![[llDetectedType]]() | ||
!Scripted | !Scripted | ||
!Not Scripted | !Not Scripted | ||
!Agent Standing | |||
!title="Agent sitting on object"|Agent Sitting | |||
{{!}}- | {{!}}- | ||
! Physical | ! Physical Movement | ||
{{!}} 10 ({{#var:ACTIVE}}|{{#var:SCRIPTED}}) | {{!}} 10 ({{#var:ACTIVE}}|{{#var:SCRIPTED}}) | ||
{{!}} 2 ({{#var:ACTIVE}}) | {{!}} 2 ({{#var:ACTIVE}}) | ||
{{!}} 3 ({{#var:ACTIVE}}|{{#var:AGENT}}) | |||
{{!}} 3 ({{#var:ACTIVE}}|{{#var:AGENT}}) | |||
{{!}}- | {{!}}- | ||
! Non-Physical | ! title="Not moving" | Non-Physical | ||
{{!}} 12 ({{#var:PASSIVE}}|{{#var:SCRIPTED}}) | {{!}} 12 ({{#var:PASSIVE}}|{{#var:SCRIPTED}}) | ||
{{!}} 4 ({{#var:PASSIVE}}) | {{!}} 4 ({{#var:PASSIVE}}) | ||
{{!}} 1 ({{#var:AGENT}}) | |||
{{!}} 5 ({{#var:PASSIVE}}|{{#var:AGENT}}) | |||
{{!}}}</div> | {{!}}}</div> | ||
{{#if:{{{no_wrapper|}}}||{{!}}} }}{{#if: | {{#if:{{{no_wrapper|}}}||{{!}}} }}{{#if: | ||
Line 61: | Line 72: | ||
{{#vardefine:examples|{{#var:examples}} | {{#vardefine:examples|{{#var:examples}} | ||
'''Using [[llDetectedType]] in [[collision]] event:''' | '''Using [[llDetectedType]] in [[collision]] event:''' | ||
< | <source lang="lsl2"> | ||
integer type; | integer type; | ||
Line 103: | Line 114: | ||
} | } | ||
} | } | ||
</ | </source> | ||
'''Using [[llDetectedType]] in [[sensor]] event:''' | '''Using [[llDetectedType]] in [[sensor]] event:''' | ||
< | <source lang="lsl2"> | ||
default | default | ||
{ | { | ||
Line 150: | Line 161: | ||
} | } | ||
} | } | ||
</ | </source> | ||
'''Using filter in {{LSLGC|Sensor|llSensor*}} functions:''' | '''Using filter in {{LSLGC|Sensor|llSensor*}} functions:''' | ||
< | <source lang="lsl2"> | ||
// Report nearby sensed objects and avatars under sundry categories | // Report nearby sensed objects and avatars under sundry categories | ||
Line 211: | Line 222: | ||
} | } | ||
} | } | ||
</ | </source> | ||
See [http://lslwiki.net/lslwiki/wakka.php?wakka=ObjectType Object Type] for details | See [http://lslwiki.net/lslwiki/wakka.php?wakka=ObjectType Object Type] for details | ||
}}}} | }}}} | ||
}}<noinclude>{{#var:examples}}</noinclude> | }}<noinclude>{{#var:examples}}</noinclude> |
Revision as of 13:10, 5 September 2024
|
Using llDetectedType in collision event:
integer type;
default
{
state_entry()
{
llVolumeDetect(TRUE);
}
collision_start(integer detected)
{
type = llDetectedType(0);
if (type == AGENT)// = 1
{
llSay(0, "This is impossible. Since there is no avatar who doesn't require the physical calculation.");
}
else if (type == ACTIVE)// = 2
{
llSay(0, "I have been struck by a physical object not containing any script.");
}
else if (type == PASSIVE)// = 4
{
llSay(0, "This is impossible. Non-physical objects cannot trigger this event.");
}
else if (type == SCRIPTED)// = 8
{
llSay(0, "This is impossible. Since there is no object which isn't physical nor non-physical.");
}
else if (type == (AGENT | ACTIVE) ) // 1 + 2
{
llSay(0, "I have been struck by an avatar.");
}
else if (type == (SCRIPTED | ACTIVE) ) // = 8 + 2
{
llSay(0, "I have been struck by a physical object containing any script.");
}
else if (type == (SCRIPTED | PASSIVE) ) // = 8 + 4
{
llSay(0, "This is impossible. Non-physical objects cannot trigger this event.");
}
}
}
Using llDetectedType in sensor event:
default
{
touch_start(integer numberDetected)
{
llSensor("", "", ACTIVE | PASSIVE | AGENT, 20.0, PI); // activates the sensor.
}
sensor (integer numberDetected)
{
integer i;
while(i < numberDetected)
{
integer type = llDetectedType(i);
string message;
message += (string)i + ", " + llDetectedName(i) + ", ";
list typeList;
if (type & AGENT)
{
typeList += "AGENT";
}
if (type & ACTIVE)
{
typeList += "ACTIVE";
}
if (type & PASSIVE)
{
typeList += "PASSIVE";
}
if (type & SCRIPTED)
{
typeList += "SCRIPTED";
}
message += llDumpList2String(typeList, "|");
llWhisper(0, message);
++i;
}
}
no_sensor()
{
// This is impossible if range = 20.0 and you are standing within 10m!
llWhisper(0, "Nothing is near me at present.");
}
}
Using filter in llSensor* functions:
// Report nearby sensed objects and avatars under sundry categories
list SenseTypes;
integer gIndex;
SenseNextType()
{
string text = llList2String( SenseTypes, gIndex);
integer tipe = llList2Integer(SenseTypes, gIndex + 1);
if (tipe)
{
llWhisper(0, text);
llSensor("", NULL_KEY, tipe, 20.0, PI);
gIndex += 2; // increment by stride
}
else
llWhisper(0, "--- Finished ---");
}
default
{
touch_start(integer detected)
{
// Make a Strided list of text and sensor type combinations
// (Can't use '|' in Global, unfortunately)
SenseTypes = [
"AGENT_BY_LEGACY_NAME", AGENT_BY_LEGACY_NAME,
"ACTIVE", ACTIVE,
"AGENT_BY_LEGACY_NAME|ACTIVE", AGENT_BY_LEGACY_NAME|ACTIVE,
"PASSIVE", PASSIVE,
"AGENT_BY_LEGACY_NAME|PASSIVE", AGENT_BY_LEGACY_NAME|PASSIVE,
"ACTIVE|PASSIVE", ACTIVE|PASSIVE,
"AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE", AGENT_BY_LEGACY_NAME|ACTIVE|PASSIVE,
"SCRIPTED", SCRIPTED,
"AGENT|SCRIPTED", AGENT|SCRIPTED,
"ACTIVE|SCRIPTED", ACTIVE|SCRIPTED,
"AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED", AGENT_BY_LEGACY_NAME|ACTIVE|SCRIPTED,
"PASSIVE|SCRIPTED", PASSIVE|SCRIPTED,
"", 0 ];
gIndex = 0;
SenseNextType(); // Kick off the sensing sequence
}
sensor(integer detected)
{
integer x;
while (x < detected)
{
llWhisper(0, (string) (x+1) + ": " + llDetectedName(x) );
++x;
}
SenseNextType();
}
no_sensor()
{
llWhisper(0, "none");
SenseNextType();
}
}
See Object Type for details