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Navigational Waypoints

Goyan Luchador
Carbon Based Humanoid
Join date: 23 May 2004
Posts: 218
09-24-2006 09:56
As a person who likes to explore Second Life by various boats, I would like to propose a feature that would help watercraft, and even aircraft enthusiasts navigate more easily on the waterways and land forms of Second Life. It would just be an improvement on the existing "Show On Map" feature. If one could set a sequence of locations across the map, perhaps by holding the shift key as a planned voyage route, or sightseeing tour, it would make navigating more enjoyable and less distracting while underway in your vessel. The dots layed out across the map would translate to our usual red columns visible as you travel from one column to the next. Thank you!
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
09-24-2006 13:00
You can actualy do this with a script since the minimap will highlight your objects.

Just send phantom non physical objects far ahead of you with warpos and llDie() when either you arive or after a set time.
Des Plante
Registered User
Join date: 12 Aug 2006
Posts: 1
Interesting idea
10-06-2006 15:28
Goyan's way for setting the route (by clicking succesive points in a map) seems more user friendly than the scripting solution. Besides, if predefined waypoints are set (like real world air space "routes" and "fixes";) that could boost the development of SL sea and air space conquest...

Next generation: linking Flight Simulator with SL air space as in the virtual airlines sim networks?
Kalemika Dougall
has the IQ of a rock
Join date: 30 Dec 2004
Posts: 131
10-06-2006 19:38
You know what would be really interesting? A new inventory item type, "navigation chart." You load one up and it opens the world map, then you can plot out a route on it and save it to hand out, travel later or what have you.

You're on to something with this.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
10-08-2006 20:03
All of the scripting ideas aren't going to solve the basic problem. You can't really script waypoints like in other 3d games using scripts. It's a whole different way of navigating, and I'd really like to have it in SL.
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
10-11-2006 04:54
We have scripted huds. Why not ones with arrows?

Hello waypoints. llShout(xxx, "||Waypoint|Check|)
I'm here. llShout(xxx, "||Waypoint|pos|<x,y,z>;)

Or name them something unique and use llSensorRepeat. (I'm ignoring the current sim boundary bug)

I would like to see LL de-link all the road pieces and rename the road blocks to something like "RoadSection(10x10x2)"

This would let us make a phantom vehicle that could fly over the hiway using the blocks as waypoints.
Then add a hud and grab the arrow keys for control.
left switches to heading towards left most object
right switches to heading towards right most object

I think I am going to flesh this out more and put up a vote.
I can test the script concept on some land I own.
Goyan Luchador
Carbon Based Humanoid
Join date: 23 May 2004
Posts: 218
10-11-2006 16:29
Thanks everyone for your input and great ideas, this thing really seems doable and would benefit us explorers, and sightseers!
_____________________
"Perfect order is the forerunner of perfect horror." Carlos Fuentes
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
10-14-2006 10:31
From: grumble Loudon
We have scripted huds. Why not ones with arrows?
That doesn't give you waypoint navigation the way it works in EQ. You click and your avatar walks to the spot you clicked. You keep clicking and you lay down a path the avatar will walk. I've looked at ways to script it and it's really really hard AND laggy: you have to use mouselook mode to begin with, and you need to shoot an object to find the intersect point to drop the waypoint, and you need to repeat that a few times and take some kind of average because collisions are so unreliable, and then you have to write a damned good feedback loop to apply impulses to keep you walking steadily without getting tossed into "run" or god forbid "falling" animation (and that's really hard... it's hard enough to adjust force and impulse to make *flying* smooth in my Flight Feather, and that doesn't involve dealing with obstacles and uneven ground)...

This isn't a scriptable problem in the current environment.