Rolig Loon Posted April 2, 2020 Share Posted April 2, 2020 Well, no, you can't just move it, because the llDetected* functions have no meaning in a timer event, since timers don't detect stuff. And it wouldn't make sense to get rid of the sensor because how else would you get the victim's UUID and position? The whole reason that you put a timer in the script, I assume, is so that it doesn't explode prematurely ... in your hand. 1 Link to comment Share on other sites More sharing options...
Mollymews Posted April 2, 2020 Share Posted April 2, 2020 2 hours ago, Tattooshop said: is it possible to somehow start the process without a sensor with a timer as Rolig mentioned the sensor is need to detect any target agents a way to do a grenade without a timer 1) launch/throw the grenade from the rezzer. Set the rotation and velocity of the grenade in the rezzer with llRezObject 2) when the grenade collides with anything (collision_start) then in the grenade script default { collision_start(...) { .. play the particles and sounds ... .. sensor one sweep llSensor(...); } sensor(..) { ...loop thru detected and push them ... .. kill the grenade .. llDie(); } no_sensor() { .. kill the grenade .. llDie(); } } battlefield simulation: use TEMP_ON_REZ rather then llDie(). When TEMP_ON_REZ kills the grenade before the script can complete then the grenade is a dud. So chuck another one 1 Link to comment Share on other sites More sharing options...
KT Kingsley Posted April 2, 2020 Share Posted April 2, 2020 May I mention the land_collision_start event here: unlike collision_start this is triggered by a collision with the ground. 1 Link to comment Share on other sites More sharing options...
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