removed useless _ folders
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Fence_collision_script/Fence_collision_script.sol
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3
Fence_collision_script/Fence_collision_script.sol
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<Solution name="Fence_collision_script">
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<Project name="Fence_collision_script" path="Fence_collision_script\Fence_collision_script.prj" active="true"/>
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</Solution>
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<Project name="Fence_collision_script" guid="D8B08CAD-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D8B08D9B-6C00-1014-B904-200204C60A89">
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<Script name="Fence_collision_script_1.lsl" guid="D8B0C6A1-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:Collider
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// :NAME:Fence_collision_script
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// :AUTHOR:fred.beckhusen
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// :CREATED:2011-07-19 20:55:45.660
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// :EDITED:2013-09-18 15:38:52
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// :ID:299
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// :NUM:398
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Fence_collision_script
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// :CODE:
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// start of code - this next line may need modifications
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vector PUSH = <0,50,0>;
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// bigger numbers make it fall over and further away. How much push to use depends upon how massive your fence is
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// you can push on more than 1 axis, such as <50,50,0>
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// negative numbers will 'pull'
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// <0,50,0> pushes in the Y axis < X ,Y, Z>. <0,-50,0> will pull in the Y axis.
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// you may have to change this to <50,0,0> or even <0,0,50> depending upon how your object is rotated
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// if you set this to <0,0,0> it will not fall over except by gravity and any force from the collision itself
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// these two variable are located outside the 'default' so that all events can set and read them
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vector myPos; // place to store the initial position
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rotation myRot; // place to store the initial rotation
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default
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{
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state_entry()
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{
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llSetStatus(STATUS_PHYSICS, FALSE); // make it Non-physical when you rez it
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myPos = llGetPos(); // save the initial position and rotation so we can set it back upright when reset
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myRot = llGetRot();
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}
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// when something collides, this collision start will trigger
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collision_start(integer num)
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