Function | Purpose |
llCollisionFilter | Limits collisions to a specific name or key, so only collisions with a certain object(s) or agent(s) will trigger them. |
llCollisionSound | Replaces or disables the sound the object makes when something collides with it. |
llCollisionSprite | Replaces or disables the particles the object emits when something collides with it. |
llDetectedGrab | Returns the direction the detected object is being dragged in. |
llDetectedGroup | Returns TRUE if the detected agent/object is in the same active user group. |
llDetectedKey | Returns the key of the detected agent/object. |
llDetectedLinkNumber | Returns the link number that triggered the collison/touch event. |
llDetectedName | Returns the name of the detected agent/object. |
llDetectedOwner | Returns the key of the detected agent/object's owner. |
llDetectedPos | Returns the position of the detected agent/object. |
llDetectedRot | Returns the rotation of the detected agent/object. |
llDetectedType | Returns the detected object type (AGENT, ACTIVE, PASSIVE, SCRIPTED). |
llDetectedVel | Returns the velocity of the detected agent/object. |
llPassCollisions | In a linked object, passes collison events from a child prim containing a collision event to the parent. |
llVolumeDetect | Turns the object phantom and triggers collision_start and collision_end events when an agent/object intersects it. |
Event | Triggered |
collision | while agent/object is colliding with the object containing the script |
collision_start | when agent/object starts colliding with with the object containing the script |
collision_end | when agent/object stops colliding with with the object containing the script |
land_collision | while the object containing the script is colliding with the ground |
land_collision_start | when the object containing the script starts colliding with the ground |
land_collision_end | when the object containing the script stops colliding with the ground |
//By James Benedek //Collision Detection default { collision(integer num_detected) { if (llDetectedType(0) & AGENT) { llSay(0,"I Collided with an Avatar!"); } if (llDetectedType(0) & ACTIVE) { llSay(0,"I Collided with a Physical Object!"); } if (llDetectedType(0) & SCRIPTED) { llSay(0,"I Collided with a Scripted Object!"); } if (llDetectedType(0) & PASSIVE) { llSay(0,"I Collided with a Object!"); } } land_collision(vector pos) { llSay(0,"I Collided With Land!"); } }