Collisions are where the real magic happens with Thrower Palettes.
Many actions can happen upon a Palette colliding with another object because we can be so “precise” with this trigger. A simple minor adjustment of the collision-triggering-object can change the timing just a smidgeon.
Only a physical object will receive a collision events from colliding with a non-physical object.
CollisionPostActions(1/2/3) MUST be “on” for 1 thru 8 below to occur. If more than 1 CollisionPostAction is on then ONLY the lowest one executes. Ex: 1 if 1 and 2. 2 if 2 and 3. 1 if 1 and 3.
IMPORTANT: ThrowOnCollide,(1/2/3) ALWAYS executes and acknowledges respective CollisionPostAction2 , CollisionPostAction3, ApplyImpulse(2/3), and AngularVelocity(2/3). All other parameters apply the same as for ThrowOnCollide. That is, ThrowOnCollide2 respects ApplyImpulse2 and AngularVelocity2
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The following commands affect the Palette containing the *thrower nc
1 = SetMatchPosOnCollide,(on/off) – Thrown Palette matches position of Target
2 = SetMatchRotOnCollide,(on/off) – Thrown Palette matches rotation of Target
3 = SetStopSpinAtTarget,(on/off) – Thrown Palette Stop spinning via a TargetOmega (client-side spin)
4 = SetNonPhysOnCollide,(on/off) – Makes Thrown Palette NON-PHYSICAL
5 = AttachOnCollide,(on/off) – Attaches thrown palette to body-part of granter of Attach permissions. Attachable ability must be ‘on’. Use ResetSit as needed.
6 = DieOnCollide,(on/off) – Deletes/Kills the Palette owning the *thrower nc
7 = ControlOnCollide,(on/off) – Control an action in another named Palette
8 = MaterialsOnCollide,(on/off) – Changes Gravity,Friction,Denisty, and Bounciness
9 = ThrowOnCollide,(1/2/3) – This DOES NOT NEED a CollisionPostAction,(1/2/3) to be ON. It will ALWAYS trigger a throw but that throws collision IS determined by CollisionPostAction