Using the flag REZ_FLAG_NO_COLLIDE_FAMILY with llRezObjectWithParams() causes the first object rezzed not to receive any collision_start events at all no matter how many collisions it has. All subsequent rezzes of the same object do receive collision_start events as expected. This problem seems to be subject to a "caching effect" such that it only happens the first time the object is rezzed on a given sim.
It has been difficult to characterize the behavior exactly since it only happens once per sim per some very long time (sim seems to "remember" the object and not have the issue for some number of hours). However, it does seem like the "memory" works across different owners' instances of the same rezzed object, e.g. agent A uses laucher to rez projectile, which exhibits the failure, then agent B uses same launcher the same way and does not experience the issue. I also did not attempt to investigate collision and collision_end events, but I strongly suspect these have the same issue.
I have created a minimal example to replicate the issue. You can use these scripts to reproduce it, or contact me in world and I will give you my example object.
Launcher script
default
{
touch_start(integer num_detected)
{
rotation my_rot = llGetRot();
vector rez_pos = llGetPos() + <5.0, 0.0, 0.0> * my_rot;
vector velocity = llRot2Fwd(my_rot) * 200.0;
list params =
[
REZ_FLAGS, REZ_FLAG_TEMP | REZ_FLAG_PHYSICAL | REZ_FLAG_NO_COLLIDE_FAMILY,
REZ_LOCK_AXES, <1.0, 1.0, 1.0>,
REZ_POS, rez_pos, FALSE, FALSE,
REZ_ROT, my_rot, FALSE,
REZ_VEL, velocity, FALSE, FALSE
];
llRezObjectWithParams("projectile", params);
}
}
Projectile script
default
{
on_rez(integer param)
{
llOwnerSay("on_rez param="+(string)param);
}
collision_start(integer num_detected)
{
llOwnerSay("Collided with: "+llDetectedName(0));
llSetTimerEvent(4.0);
}
timer()
{
llDie();
}
}
You can see a video of the behavior here: https://gyazo.com/41bf8753ec3d82243109df5db86a8acc
Notice in the lower left chat text how the first projectile reports only its on_rez event, then the second one reports on_rez and collision_start. In fact, if you look closely you can see both projectiles bounce back and forth a few times hitting an object out of frame to the left. The first one gets none of the collision_start events while the second gets them all.