Difference between revisions of "LlSetDamage"

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(Add caveat about damage NOT being a prim property, thus meaning projectiles must be scripted. Formatting cleanup.)
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{{LSLFunctionAll|func_id=157|func_sleep=0.0|func_energy=10.0|func=llSetDamage|p1_type=float|p1_name=damage|func_footnote=Sets the amount of damage that will be done to an object that this task hits. Task will be killed.|return_text|spec|caveats|examples|helpers|related|also|notes}}[[Category:LSL_Functions]][[Category:LSL_Stub]]
{{LSL_Function
|func_id=157|func_sleep=0.0|func_energy=10.0
|sort=SetDamage
|func=llSetDamage|p1_type=float|p1_name=damage|p1_desc=range: 0.0 (no damage) ~ 100.0 (instant kill)
|func_footnote
|func_desc=Sets the amount of {{LSLP|damage}} that will be done when this object hits an avatar.
|return_text
|spec=
For an avatar to take damage when the object collides with an avatar...
*The object must not be [[STATUS_PHANTOM|phantom]] or [[llVolumeDetect]]([[TRUE]])
*The avatar must be on the land where "Safe (no damage)" is disabled.
**The object however does not need to be on or even partially over damage enabled land.
When these preconditions are met, the avatar receives the damage, and the object will [[llDie|die]] without calling the {{LSLGC|Collision|collision}} events.
|caveats=
*{{LSLP|damage}} is '''not''' a [[Prim Properties|Prim Property]], and thus damage is only active so long as the script applying the damage is in the object, and is running.
*If {{LSLP|damage}} is 100.0 or greater, the object will instantly [[death|kill]] even a fully healthy avatar.
*If {{LSLP|damage}} is zero or less, no damage will be inflicted and the object will ''not'' die and the {{LSLGC|Collision|collision}} or {{LSLGC|Land Collision|land_collision}} events will be queued.
*If a damage enabled object hits a physics enabled object that an avatar is sitting on, the avatar receives the damage just the same as they would if they had been hit directly.
|constants
|examples=
<syntaxhighlight lang="lsl2">//Simple autokiller bullet:
// This will instantly "kill" on collision if contact is made with avatar on damage enabled land.
 
default
{
    on_rez(integer param) // Becomes active when rezzed.
    {
        llSetDamage(100.0); // Set the damage to maximum.
        llSensor("", "", AGENT, 96.0, PI); // Sweep a 96 meter sphere searching for agents.
    }
    sensor(integer num) // If an agent is detected...
    {
        llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
        llSetTimerEvent(10.0); // Set a 10 second timer.
        llMoveToTarget(llDetectedPos(0), 0.5); // Move to the detected position.
    }
    no_sensor() // If no agents are detected...
    {
        llDie(); // Auto destruct.
    }
    timer() // If we missed our target...
    {
        llDie(); // Auto destruct.
    }
}</syntaxhighlight>
|helpers
|also_functions
|also_events
|also_articles=
{{LSL DefineRow||[[Damage]]|How damage works in Second Life}}
{{LSL DefineRow||[[Death]]|The concept of death in Second Life}}
{{LSL DefineRow||[[Combat]]|Combat in Second Life}}
{{LSL DefineRow||[[Weapon]]|Weapons in Second Life}}
|notes
|permission
|negative_index
|cat1
|cat2
|cat3
|cat4
}}

Revision as of 16:36, 9 July 2022

Summary

Function: llSetDamage( float damage );

Sets the amount of damage that will be done when this object hits an avatar.

• float damage range: 0.0 (no damage) ~ 100.0 (instant kill)

Specification

For an avatar to take damage when the object collides with an avatar...

  • The object must not be phantom or llVolumeDetect(TRUE)
  • The avatar must be on the land where "Safe (no damage)" is disabled.
    • The object however does not need to be on or even partially over damage enabled land.

When these preconditions are met, the avatar receives the damage, and the object will die without calling the collision events.

Caveats

  • damage is not a Prim Property, and thus damage is only active so long as the script applying the damage is in the object, and is running.
  • If damage is 100.0 or greater, the object will instantly kill even a fully healthy avatar.
  • If damage is zero or less, no damage will be inflicted and the object will not die and the collision or land_collision events will be queued.
  • If a damage enabled object hits a physics enabled object that an avatar is sitting on, the avatar receives the damage just the same as they would if they had been hit directly.
All Issues ~ Search JIRA for related Bugs

Examples

//Simple autokiller bullet:
// This will instantly "kill" on collision if contact is made with avatar on damage enabled land.

default
{
    on_rez(integer param) // Becomes active when rezzed.
    {
        llSetDamage(100.0); // Set the damage to maximum.
        llSensor("", "", AGENT, 96.0, PI); // Sweep a 96 meter sphere searching for agents.
    }
    sensor(integer num) // If an agent is detected...
    {
        llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
        llSetTimerEvent(10.0); // Set a 10 second timer.
        llMoveToTarget(llDetectedPos(0), 0.5); // Move to the detected position.
    }
    no_sensor() // If no agents are detected...
    {
        llDie(); // Auto destruct.
    }
    timer() // If we missed our target...
    {
        llDie(); // Auto destruct.
    }
}

See Also

Articles

•  Damage How damage works in Second Life
•  Death The concept of death in Second Life
•  Combat Combat in Second Life
•  Weapon Weapons in Second Life

Deep Notes

Search JIRA for related Issues

Signature

function void llSetDamage( float damage );