llCollisionFilter(string name, key id, integer accept)
If
accept is
TRUE, then the
script only triggers
collision events when colliding with the
object or
avatar specified by
name and
id. Otherwise, the script only accepts collisions with objects or avatars that are not
name and
id. Either
parameter is optional,
"" can be passed for
name to specify objects or avatars with any name, and
NULL_KEY can be passed for
id to specify objects or avatars with any
UUID.
Stop filtering:
Filter out all collisions:
This can be very useful if you only care about collisions from a specific avatar, such as the current player of a game--it can prevent other people from disturbing the gameplay.
Notes:
- It appears as though this function only filters whatever the last filter specified was. This makes it useless if you only care about accepting collisions from individual avatars or objects (plural). It's only useful if you only care about a single object OR avatar--one or the other, never both or multiples.-- LuccaKitty
- It appears that if you use this function with llVolumeDetect, llSetDamage will NOT generate a damage collision. Conversely, it will also not prevent damage when llVolumeDetect is set to FALSE. I think this has something to do with the specific way llCollisionFilter and llSetDamage operate--this is probably a bug. -JarhynWilde (have you reported it? -LexNeva )
- This does not make the object ignore collisions, it just filters the collision event. -KyrahAbattoir
- This function is reset at state changes, so call it again in the state_entry() event in all states where it is required. -JesradSeraph
Functions |
Detection Functions |
Collisions