Difference between revisions of "LlCollisionSprite"

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m (Catagory sort order corrected)
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{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true}}
{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true}}
{{LSL_Function
{{LSL_Function
|func_id=161|func_sleep=0.0|func_energy=10.0
|func_id=161|func_sleep=0.0|func_energy=10.0|func=llCollisionSprite|p1_type=string|p1_name=impact_sprite
|sort=CollisionSprite
|func=llCollisionSprite|p1_type=string|p1_name=impact_sprite
|func_footnote
|func_footnote
|func_desc=Suppress default collision sprites, replace default impact sprite with impact_sprite (empty string to just suppress)
|func_desc=Suppress default collision sprites, replace default impact sprite with impact_sprite (empty string to just suppress)

Revision as of 02:35, 8 September 2007

Summary

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

Suppress default collision sprites, replace default impact sprite with impact_sprite (empty string to just suppress)

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

Caveats

  • If 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 );