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hover over prim floor

Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
11-17-2006 18:38
Hi, I am having a really frustrating time getting a vehicle script to work. It hovers fine over terrain, but isn't hovering over prim floors. What vehicle type and flags do I need to set for this to work?
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
11-17-2006 20:11
I assume it will "touch" the floor and rest on it?

The solution seems simple.. include an invisible prim on the bottom of the vehicle. a "bumper" to keep it always above the surface below it. Then lose your "hover over land" code.
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Logan Park
Registered User
Join date: 23 Sep 2006
Posts: 10
11-18-2006 00:07
A supplemental answer is that the vehicle tweaks to the physics engine don't handle things like prim roads when it comes to hover height. Put another way, there are no flags that let you hover over prims with the same high level of abstraction used with hover ground or water or global. So, the short answer is you're screwed, except that Winter's suggestion is perfectly valid.
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
11-18-2006 03:45
Dammit, I was starting to suspect that hovering no longer works over prims, but was assuming I was just doing something wrong since I've never scripted a vehicle before. Is this something LL is planning to fix or are hover vehicles simply no-go anymore?
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(Aelin 184,194,22)

The Motion Merchant - an animation store specializing in two-person interactions
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
11-18-2006 06:10
We might possibly see some additional vehicle functions, seeing as how new roads are being built, but quite honestly I wouldn't make any plans based on it. Development priorities appear to have moved quite squarely away from physics-related functions towards those relating to communication and land management.

The new LSL for detecting parcel prim limits will be handy for automatic vehicles though.

As well as the ideas above, you could (if you were feeling really ambitious) create a flying vehicle that automatically set an appropriate target altitude for itself, based on using a sensor to find objects below and in front of it at an angle depending on its velocity perhaps, or the ground if it couldn't find any objects. Or it could fire a scan projectile out which would feed back the location where it hit something, and set the target height based on that. It would have to have an automatic "move to height" system in the script as well since you wouldn't be using the built-in hover system. Not exactly the simplest of solutions, that, I'm afraid.
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