2toe Bigboots Posted June 21, 2011 Share Posted June 21, 2011 Well im making a bump sword for my sim games and idk what i did wrong heres my scriptdefault { collision_start(integer total_number) { llPushObject(llDetectedKey(0), <9,90,0>, <0,0,0>,FALSE); } } IDK this dont work it works on items not worn so ya....... Link to comment Share on other sites More sharing options...
Kaluura Boa Posted June 21, 2011 Share Posted June 21, 2011 The first thing that comes to my mind is that push is disabled on the parcel where you are doing your tests. In that case, the only thing a script can push is other objects and its owner. There is no way around enabling push on the parcel first... and that cannot be done by script. Link to comment Share on other sites More sharing options...
Imnotgoing Sideways Posted June 21, 2011 Share Posted June 21, 2011 Attachments don't collide. You'll need to fire a ray or a short range bullet to identify who has been attacked. ()y 1 Link to comment Share on other sites More sharing options...
Rolig Loon Posted June 21, 2011 Share Posted June 21, 2011 Immie's got it. You can't register a "hit"on an attachment with a collision sensor. When you activate the gesture that swings your weapon, check with a sensor to see if there is another avatar within 1m of your location. If so, assume that you must have hit that av. Record the hit and send a confirming message to the other av. Link to comment Share on other sites More sharing options...
2toe Bigboots Posted June 22, 2011 Author Share Posted June 22, 2011 Okay so if i fire a object from the sword when i triger the animation the fired item can collied ? If so that might work as a slash effect also so ill try ty Link to comment Share on other sites More sharing options...
Acheron Gloom Posted June 23, 2011 Share Posted June 23, 2011 Attachments do have collision events, however they're based on what the avatar hits, not on a seperate collision mesh. You'll probably want to do a sensor on swing and then in the sensor event push anything detected. Example:llSensor( "", "", AGENT, 3.0, 0.78 ) sensor(integer i){ do{ llPushObject(llDetectedKey(--i), <9.0, 90.0, 0.0>, <0, 0.0, 0.0>, FALSE); }while(i);} Link to comment Share on other sites More sharing options...
Rolig Loon Posted June 23, 2011 Share Posted June 23, 2011 @OP -- Attachments are phantom, so you're not going to register a collision on them. The suggestions people have offered in this thread so far do work, though, even if they seem roundabout. You might also want to look at the comments from the last time someone asked this question here. Link to comment Share on other sites More sharing options...
Void Singer Posted June 23, 2011 Share Posted June 23, 2011 attachments can receive collisions (via the av) but can't cause them directly (they can fire"bullets" to cause them though)... IIRC the Spellfire combat system uses this method. Link to comment Share on other sites More sharing options...
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