Difference between revisions of "LlSetDamage"
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(Added Example) |
(omg is this example a bad idea) |
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Line 14: | Line 14: | ||
//When it rezed it scans for the closest person, | //When it rezed it scans for the closest person, | ||
//Moves to their location and kills them. (Because | //Moves to their location and kills them. (Because | ||
//It | //It collides with them) | ||
default { | default { | ||
on_rez(integer i) { | |||
llSetTimerEvent(10.0); | |||
llSetDamage(10000.0); | |||
llSensor("", "", AGENT, PI, 96.0); | |||
} | |||
} | timer() { llDie(); } | ||
sensor(integer num) { | |||
for(num = 100;--num;) | |||
llSetPos(llDetectedPos(0)); | |||
} | |||
}</pre> | }</pre> | ||
|helpers | |helpers |
Revision as of 10:38, 14 October 2007
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetDamage( float damage );157 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the amount of damage that will be done when this object hits an agent.
• float | damage |
If damage is greater then 100.0, it will kill the agent it hits. If the object hits another object it will die.
Caveats
Examples
//Simple autokiller bullet: //When it rezed it scans for the closest person, //Moves to their location and kills them. (Because //It collides with them) default { on_rez(integer i) { llSetTimerEvent(10.0); llSetDamage(10000.0); llSensor("", "", AGENT, PI, 96.0); } timer() { llDie(); } sensor(integer num) { for(num = 100;--num;) llSetPos(llDetectedPos(0)); } }