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Problems with llSetHoverHeight

Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
01-09-2009 10:42
I have a physical object with a script that sets llSetHoverHeight to 2 meters. It works. But I can't get the script to lower the object back to the ground. I am doing this:

llSetHoverHeight(0,FALSE,2.0)

The object lowers itself to about a meter or less above ground level and floats there. How do I turn off the hover height? I want the object to float down to the ground and stop. Is the hover height a permanent property of the object, the way particles are? If I stop the script from running and give the object a little poke, it does settle to the ground. But I want that to happen without user intervention.

Should I be using llGroundRepel instead?
Viara Jewell
Registered User
Join date: 13 May 2007
Posts: 1
Vehicle flags
01-09-2009 11:55
Did you try this?

llRemoveVehicleFlags(VEHICLE_FLAG_HOVER_UP_ONLY);
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
01-09-2009 14:35
I didn't but I will. My object isn't a vehicle, so I didn't think that would do anything.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-09-2009 15:07
Actually, VEHICLE_FLAG_HOVER_UP_ONLY doesn't really do anything. I have to turn hover on and off on my Mehve (jet glider vehicle) to get it to operate as a plane but also get a "ground effect".

From http://jira.secondlife.com/browse/SVC-1972 -
From: Gaius Goodliffe
As far as I can tell, VEHICLE_FLAG_HOVER_UP_ONLY does nothing at all.

From: Andrew Linden
I don't think I'll ever be able to recover the intended behavior – there are too many vehicles that rely on VEHICLE_FLAG_HOVER_UP_ONLY behaving the way it does. I'd have update the documentation to agree with the actual behavior, and add a new very specific flag.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
01-10-2009 10:08
(EDIT: NVM. I missed that the OP already tried that somehow.)
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
Just for the record
01-10-2009 11:24
I figured out the problem and just for the record, hoverheight wasn't the problem. I'd used llMoveToTarget earlier in the script and forgotten to turn it off. Ergo, the object continued to hover. Once I corrected the mistake everything behaved as expected.

Sorry for the confusion. I thought I'd better post the answer for posterity's sake, before anyone went looking for obscure bugs.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
01-10-2009 12:07
Yeah! Awesome Paladin. Good to hear. Thank you. :)