Dirtnap Mumfuzz Posted May 13, 2012 Share Posted May 13, 2012 I wasn't sure if I should start with this question here, or the other scripting forum.Can anyone please point me in the right direction for finding a setup that will allow the detonation of an item using a remote detonator? i.e. one item that goes BOOM, and another used as a handheld triggering device.I haven't found anything in the forums, though I have seen plenty of examples of the concept in application. Thanks in advance for any feedback or assistance. Link to comment Share on other sites More sharing options...
Darkie Minotaur Posted May 13, 2012 Share Posted May 13, 2012 If you are looking for a script that does that, I think that neitther of the forums is right - you should go to the Wanted forum. If you want to script it yourself, but don't know where to start, the scripting forum would be the place to ask. Link to comment Share on other sites More sharing options...
Dirtnap Mumfuzz Posted May 13, 2012 Author Share Posted May 13, 2012 I think I am looking to see if something exists that can be shared or exchanged, as per the forum heading, but I am not too picky; I'll happily explore that option, or either of the two you suggest. If the post is in the wrong spot, hopefully a moderamicator will relocate me to the right place. Link to comment Share on other sites More sharing options...
Darkie Minotaur Posted May 13, 2012 Share Posted May 13, 2012 If the two items are on the same sim, the esiest way to do it is to use communication. If you (not you, really, but the triggering script - the sender) know the receiving items key, llRegionSayTo would seem the best option to me. If you don't know it, you would have to use llSay, llWhisper or llRegionSay depending on the distance. On the receiving side, you listen to a channel for a message by opening a listener. If you look at the wiki entries, you will have many examples of how objects communicate Link to comment Share on other sites More sharing options...
Matu1488304372 Posted May 13, 2012 Share Posted May 13, 2012 As darkie said, there are several ways to do this, even if you arent in the same simulator. However, to make an object explode, you must grant permissions to the object to link/unlink wich cant be done automatically, you have to confirm when a popup appears. Link to comment Share on other sites More sharing options...
Rolig Loon Posted May 13, 2012 Share Posted May 13, 2012 Matu wrote: As darkie said, there are several ways to do this, even if you arent in the same simulator. However, to make an object explode, you must grant permissions to the object to link/unlink wich cant be done automatically, you have to confirm when a popup appears. Unless you are talking about making a particle explosion, of course. In that case, you don't need to unlink anything. Just use llParticleSystem. Link to comment Share on other sites More sharing options...
PeterCanessa Oh Posted May 13, 2012 Share Posted May 13, 2012 Mmmm particles. Link to comment Share on other sites More sharing options...
conrad Evanier Posted May 13, 2012 Share Posted May 13, 2012 no need to unlink if you want to make it look like bits of the object flying off have it rez temp parts or have them die after a certain time with a particle too would look great. llRegionSay from a hud button or what ever on a BIG negative channel then have the exploding object listen for that channel and the message so, from the button llRegionSay(-123456,"kaboom"); and in the listen event of exploding thing if (channel == -123456) if (message == "kaboom") {do your stuff} enjoy blowing stuff up Link to comment Share on other sites More sharing options...
Dirtnap Mumfuzz Posted May 14, 2012 Author Share Posted May 14, 2012 I've recruited someone who is hopefully much more capable than I am, to assist with the process. Link to comment Share on other sites More sharing options...
JohnathanMacBride Posted May 16, 2012 Share Posted May 16, 2012 it's been done, thanks everyone for your input. Link to comment Share on other sites More sharing options...
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