ACTIVE
Revision as of 13:00, 8 August 2009 by EddyFragment Robonaught (talk | contribs) (Thoroughly tested to the best of my abilities.)
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Description
Constant: integer ACTIVE = 0x2;The integer constant ACTIVE has the value 0x2
This is used by sensors to find objects that are moving or objects that contain active scripts.
Active is intended to mean any object for which the simulator is having to spend CPU time on be it on an embedded script or the object's physical representation.
Caveats
Related Articles
Constants
|
Functions
• | llDetectedType | |||
• | llSensor | |||
• | llSensorRepeat |
Examples
<lsl>integer type;
integer done;
default {
state_entry() { done = 0; llVolumeDetect(TRUE); // I am now very sensitive to touch. So much so I feel things before they touch me. } collision_start(integer detected) { type = llDetectedType(0); if(type == AGENT)// = 1 { llSay(0, "This is impossible. Since to make contact either I have to be moving or the avatar does."); } else if(type == ACTIVE)// = 2 { llSay(0, "I have either been struck by a physical moving object or I have struck a stationary physical object. In either case the object was not scripted"); } else if(type == PASSIVE)// = 4 { llSay(0, "If I was moving I have struck a non physical object not containing an active script."); } else if(type == SCRIPTED)// = 8 { llSay(0, "I have struck an object with an active script"); } else if(type == 3)// AGENT & ACTIVE { llSay(0, "I have definately made contact with an avatar. If I was stationary the avatar was moving."); } else if(type == 10)// SCRIPTED & ACTIVE { llSay(0, "I have been struck by a moving phisical object (not an avatar) containing an active script"); } else if(type == 12)// SCRIPTED & PASSIVE { llSay(0, "I struck a stationary non-physical object (not an avatar) containing an active script"); //Seems like a good time to try something a bit less confrontational. llSensorRepeat("", "", AGENT, 20.0, PI, 1.0); // Radar!! I'll search only for avatars untill I find one. } } sensor(integer detected) { if(done == 0) { // Now I'll search for moving physical objects (not avatars) scripted or not. llSensorRepeat("", "", ACTIVE, 20.0, PI, 1.0); ++done; } if(done == 1) { // Now I'll search for moving physical objects scripted or not and avatars. llSensorRepeat("", "", 3, 20.0, PI, 1.0); ++done; } if(done == 2) { // Now I'll search for non physical objects (not avatars) scripted or not. llSensorRepeat("", "", PASSIVE, 20.0, PI, 1.0); ++done; } if(done == 3) { // Now I'll search for non physical objects scripted or not and avatars. llSensorRepeat("", "", 5, 20.0, PI, 1.0); ++done; } if(done == 4) { // Now I'll search for stationary non physical and physical objects (not avatars) scripted or not. llSensorRepeat("", "", 6, 20.0, PI, 1.0); ++done; } if(done == 5) { // Now I'll search for stationary non physical and physical objects scripted or not and avatars. llSensorRepeat("", "", 7, 20.0, PI, 1.0); ++done; } if(done == 6) { // Now I'll search for moving physical objects with active scripts. llSensorRepeat("", "", SCRIPTED, 20.0, PI, 1.0); ++done; } if(done == 7) { // Now I'll search for moving physical objects with active scripts. Erm... again. llSensorRepeat("", "", 9, 20.0, PI, 1.0); ++done; } if(done == 8) { // Now I'll search for stationary, scripted physical objects. llSensorRepeat("", "", 10, 20.0, PI, 1.0); ++done; } if(done == 9) { // And again just in case I missed something....*coughs* llSensorRepeat("", "", 11, 20.0, PI, 1.0); ++done; } if(done == 10) { // Even though I did this before I will now finish by searching for any scripted objects. llSensorRepeat("", "", 12, 20.0, PI, 1.0); ++done; llSay(0, "Phew!"); } }
}</lsl>