STATUS_PHANTOM
constant
Constant
integer STATUS_PHANTOM = 0x10;Status flag (default FALSE) that makes the entire object phantom/non-colliding when set to TRUE, allowing avatars and objects to pass through it. It is a good idea to use this for most objects that move or rotate, but are non-physical. It is also useful for simulating volumetric lighting.
Constant groups
Other ObjectStatusParam values (10)
STATUS_BLOCK_GRAB0x40STATUS_BLOCK_GRAB_OBJECT0x400STATUS_DIE_AT_EDGE0x80STATUS_DIE_AT_NO_ENTRY0x800STATUS_PHYSICS0x1STATUS_RETURN_AT_EDGE0x100STATUS_ROTATE_X0x2STATUS_ROTATE_Y0x4STATUS_ROTATE_Z0x8STATUS_SANDBOX0x20
This property (set FALSE by default) when set TRUE turns the object un-solid (objects and avatars can pass through it).
Examples
Section titled “Examples”A simple “secret” door. The object will turn un-solid (phantom) when the owner collides with it. So, if this script is in a prim that is part of your wall, it will allow only you to pass through.
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default{ // Triggered when objects (including avatars) collide with the object containing this script collision_start(integer nd) { while(nd) { // Cycle through the detected keys of those objects that collided this time checking if each is the owner. if(llDetectedKey(--nd) == llGetOwner()) llSetStatus(STATUS_PHANTOM, TRUE); // Become un-solid } } collision_end(integer nd) { if(llGetStatus(STATUS_PHANTOM)) // If the object is un-solid llSetStatus(STATUS_PHANTOM, FALSE); // Set the object solid. }}See also
Section titled “See also”Constants
Section titled “Constants”|
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Functions
Section titled “Functions”Original wiki source
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