default { //collision_start occurs whenever an object bumps into this one, or this object bumps into another. It returns a variable num_detected, which is the number of objects detected colliding with the object. 0 is always the most recent collision. The last number is the least recent. collision_start(integer num_detected) { //If the latest detected object is in the same group that the owner was when he/she rezzed this. if(llDetectedGroup(0)) { //Make the object phantom/walk-thru. llSetStatus(STATUS_PHANTOM,1); //Number of seconds to wait before turning solid again. llSetTimerEvent(1); } } //state_entry occurs when the script resets. state_entry() { } //Inside the timer event is what will happen when the timer goes off. timer() { //Make the object solid. llSetStatus(STATUS_PHANTOM,0); //The timer will keep going at one second intervals unless you do this. llSetTimerEvent(0); } }