Difference between revisions of "LlCollisionSprite"

From Second Life Wiki
Jump to navigation Jump to search
m
m
Line 1: Line 1:
{{LSL_Function/warning|Broken Feature|[[#VWR-322|VWR-322]] has broken this function.}}
{{LSL_Function/warning|Broken Feature|[[#VWR-322|VWR-322]] reports this function as broken.}}
{{Issues|VWR-322|[[llCollisionSprite]] broken in newer releases.|type=bug}}
{{Issues|VWR-322|[[llCollisionSprite]] broken in newer releases.|type=bug}}
{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true}}
{{LSL_Function/inventory|impact_sprite|type=texture|uuid=true}}

Revision as of 19:40, 25 October 2008

Emblem-important-red.png 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 (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 );