collision(integer num_detected)
Collisions raise this
event when an
object or
avatar collides with the object the
script is attached to. The number of
detected objects is passed to the script in
num_detected. Information on those objects may be gathered via the
llDetected* functions. Collisions are also generated if an avatar bumps into or walks on top of an object.
The
collision event is
not raised when using
llVolumeDetect, only
collision_start and
collision_end are.
Example:
collision() and Linked Objects
In a
linked object, place a
collision event in the
root prim to affect the whole object, not just the root prim.
To prevent collisions on a specific
child prim from being relayed to the
parent, place an empty
collision event in the child.
To pass collisions on to the parent from a child with a
collision event, use
llPassCollisions.
Compare with the
collision_start and
collision_end events.
Note:
Its important to understand that collision events are triggered when an object collides with the scripted object. Not when the scripted object collides with an object. So the script goes in for example a target and not in a projectile. Very useful of course.
Events |
Collisions