LlSetDamage
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Wiki description
Sets the amount of
damage that will be done when this object hits an avatar.Specification
For an avatar to take damage when the object collides with an avatar...
- The object must not be phantom or llVolumeDetect(TRUE)
- The avatar must be on the land where "Safe (no damage)" is disabled.
- The object however does not need to be on or even partially over damage enabled land.
Caveats
damageis a Prim Property, and may be applied even if there is no running script.- If
damageis 100.0 or greater, the object will instantly kill even a fully healthy avatar. - If
damageis less than zero, the avatar will he healed for the indicated amount. - If a damage enabled object hits a physics enabled object that one or more avatars are sitting on, damage will be distributed to all seated avatars.
Examples
//Simple autokiller bullet:
// This will instantly "kill" on collision if contact is made with avatar on damage enabled land.
default
{
on_rez(integer param) // Becomes active when rezzed.
{
llSetDamage(100.0); // Set the damage to maximum.
llSensor("", "", AGENT, 96.0, PI); // Sweep a 96 meter sphere searching for agents.
}
sensor(integer num) // If an agent is detected...
{
llSetStatus(STATUS_PHYSICS, TRUE); // Enable physics to allow physical movement.
llSetTimerEvent(10.0); // Set a 10 second timer.
llMoveToTarget(llDetectedPos(0), 0.5); // Move to the detected position.
}
no_sensor() // If no agents are detected...
{
llDie(); // Auto destruct.
}
timer() // If we missed our target...
{
llDie(); // Auto destruct.
}
}See also: articles
Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.