Difference between revisions of "LlCollisionSprite"

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{{LSL_Function
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{{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.}}

Latest revision as of 12:58, 16 May 2015

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

• 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

History

Footnotes

  1. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llCollisionSprite( string impact_sprite );

Haiku

I forgot the bread.
The little saucer of milk.
They visit me no more.