llVolumeDetect

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Revision as of 16:28, 17 October 2009 by Strife Onizuka (talk | contribs)
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Summary

Function: llVolumeDetect( integer detect );
0.0 Forced Delay
10.0 Energy

If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object. This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger collision_start and collision_end events when interpenetrating. Collision events will trigger in any script in the object.

• integer detect TRUE enables, FALSE disables

Specification

Differences

There are a couple differences in how Phantom and VolumeDetect handle collisions.

Land Collisions Object/Avatar Collisions
Phantom Supported Not Supported
VolumeDetect Not Supported Supported
VolumeDetect
  • When physical they fall through the ground with the risk of going off-world.
Phantom
  • When physical they collide with the ground but will not pass through (normal physical object behavior), land collision events are queued.

Caveats

Examples

<lsl>default {

   state_entry()
   {
       llVolumeDetect(TRUE); // Starts llVolumeDetect
   }
   collision_start(integer total_number)
   {
       llSay(0, "Detected!"); // Tells you when something penetrates the prim
   }
}</lsl>

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llPassCollisions

Deep Notes

Footnotes

  1. ^ Attachments aren't included in the avatar bounding box, so it's moot

Signature

function void llVolumeDetect( integer detect );