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Play sound on Impact?


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Just be sure that your script includes something that behaves like this ....

collision_start(integer num)
{
     llTriggerSound("My bell sound",1.0);
}

You'll want to embellish that with tests to be sure that you don't ring the bell more than once per person, or ring it only as someone enters.  And of course you'll want to be sure that your state_entry event includes llVolumeDetect(TRUE) so that the phantom trigger can be a detector.

EDIT;;  /me waves to Fenix.  ;)   You're faster this morning.

Edited by Rolig Loon
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1 minute ago, Rolig Loon said:

Just be sure that your script includes something that behaves like this ....


collision_start(integer num)
{
     llTriggerSound("My bell sound",1.0);
}

You'll want to embellish that with tests to be sure that you don't ring the bell more than once per person, or ring it only as someone enters.  And of course you'll want to be sure that your state_entry event includes llVolumeDetect(TRUE) so that the phantom trigger can be a detector.

EDIT;;  /me waves to Fenix.  ;)   You're faster this morning.

I'll give it a go I'm very new to scripts ^^

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6 minutes ago, KlDDO said:

would make the object like a door mat count as collision?

The wiki page for llVolumeDetect I linked above has more details (and examples on how to use) but generally speaking, llVolumeDetect works similar to phantom. The object becomes non-solid and avatars and physical objects pass through with ease. Unlike phantom, the server still keeps track of collisions with llVolumeDetect objects. So when something moves through, it will trigger collision_start and collision_end events for any scripts within the object.

 

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