Fireballs Falling through the Ground
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-22-2004 04:05
This is pretty strange. For a while now I've been getting ims that one of my fireballs has gone off world in Abbots...
This is very strange since they have an auto die timer of 30 seconds, and since the launcher is indoors it would take them a lot of effort to even get outside, let alone down to the ground, 500 meters down...
And yet, when I was looking at one of these messages, I realized they were going off world at .5 z
Which is actually a lot lower than the ground level underneath...
I have no idea how they're getting down there.
Edit: P.S. There is one existing constantly in my lab, as a non physical object, with no death timer, and there is also a fireball launcher that launches a single 30 second physical fireball every time you click it.
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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03-22-2004 08:52
This may not be related, but I've noticed that if a small physics-enabled object is moving very fast, it will pass through thin objects, like walls. The round walls of your lab are quite thin. Maybe that's how they're escaping.
As for going off-world at .5m... dunno. What is the X and Y position?
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C U B E Y · T E R R A planes · helicopters · blimps · balloons · skydiving · submarines Available at Abbotts Aerodrome and XstreetSL.com 
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-22-2004 11:34
Somewhere around 117,60 as I recall, Cubey.
And they aren't being shot out of my launcher that fast. Certainly not fast enough to penetrate anything. It's possible they would roll through the open door, and fall out the elevator shaft, but even then they shouldn't go underground.
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Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
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03-22-2004 11:52
I have found that with any persistent physics-enabled objects, you have to expect them to go off-world once in awhile. I get a few messages every day that one of my fish has gone off-world.
If you don't know what fish I'm talking about, there are some in the water at the base of the main Aerodrome tower. I have some more at the southeast corner of the sim, but those are held captive in an invisible box. Regardless of that, even those go off-world sometimes.
On another note, I created a silly "bouncing stone" object and set about 15 of them free in the wild about a month ago. The last of them just went off-world a couple days ago. That was a big shocker.
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Pete Fats
Geek
Join date: 18 Apr 2003
Posts: 648
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03-22-2004 11:53
I've been having almost the same issue with that Relee. I drop marbles from the top of the cliff, and they get going too fast and end up going off world. They all have a llDie on land_collision_start, but just get going too fast for Havok to keep up.
I haven't gotten around to writing it yet, but I was thinking you could put a seperate script in the object to watch for it's -z velocity to get above a certain threshold and if it does, either slow it down using llBuoyancy or just make it die.
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-22-2004 17:17
Well my problem is wacky but I should tell ya Pete, the land collision events are very awkward, and often don't even get detected.
I did some experiments with it a while ago, by making a box that changes colour during different touch events, and while the object touch was always correct, the ground touch rarely was in the right state for it's position.
I reccomend having your objects check to see thier relative closeness to llGround(llGetPos()), which returns the height of the ground underneath the parameter supplied.
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
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03-23-2004 06:55
I found a bug (fixed in 1.3) where some ground collisions would get filtered out, especially if they were happening during a flood of other collision events. They should now be more reliable.
As to the tunneling deep underground... not sure yet. It is possible for fast moving objects to interpenetrate the ground, however they should usually get pushed out.
It is also possible (but this is a rare occurence, and usually doesn't affect the heightfield) for the physics engine collisions to break (usually caused by a Not-a-Number (NaN) inside the dynamics information of one of the objects) and some objects will then cease to collide with others. The engine usually fixes itself when the NaN'd object is deleted or rebuilt.
Edit - added more stuff.
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-23-2004 09:38
Say, Andrew, would it be possible to alter the effects of 'no outside scripts' land so that Auto Die scripts will still work there?
I've had some scripts run on 'no outside scripts' land before, so I know they don't get totally turned off.
This would really help those of us who make physical projectiles. Since mine dies after thirty seconds, if it happens to land on no-script land, it stays there untill returned.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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03-23-2004 19:32
That's fixed in 1.3.
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-24-2004 05:11
Fixed?
Do you mean that no outside scripts will work on NOS land or that llDie will work on NOS land now?
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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03-24-2004 13:35
Temp-on-rez will work on no-script land in 1.3.
As for llDie()... No clue.
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Relee Baysklef
Irresistable Squirrel
Join date: 18 Sep 2003
Posts: 360
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03-25-2004 15:29
Temp-on-rez?
This is a feature I haven't heard of.
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Pete Fats
Geek
Join date: 18 Apr 2003
Posts: 648
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03-25-2004 15:38
I just had a great discussion about temponrez the other night (Thanks to ThinkTank). This is the jist of it.
Temp-on-rez makes an object just that. In a nutshell, the object rezzed will last no longer then 2 minutes.
There appears to be a check done that says (once per minute) 'Hey all you temp prims.....last call...if you are over 1 min old, die now'
So basically, if you put out 60 temp on rez prims in a minute, they might not all die when the first minute comes up. Only those that were around the last time the 'bouncer' made his rounds.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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03-25-2004 16:39
Temp-on-rez is one of the checkboxes in the Edit window.
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