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Hesius Heron
Registered User
Join date: 21 May 2007
Posts: 11
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06-08-2007 14:23
Okay, I'm fairly new, I admit it, but I have been looking in to ways to affect gravity for peoples pleasure. I know there are items out there that have those strange upside down staircases that let you walk upside down, and that intreagues me. I am thinking about an item, or a HUD that allows you walk walk on a wall or ceiling (ultimately so you can walk up to a wall, walk up it, then on the ceiling...vampire style..) but this is down the line.
The questions then really is, what function am I looking at to be able to do this? Also, would it be a lot different to invery gravity rather than twist its axis?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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06-08-2007 16:51
See the recent thread, /54/31/187046/1.html. Another trick might be to rotate the whole scene, so the avatar is always rightside up, but the walls and/or the ceiling rotate to be underneath them. Of course the effect would be greatly diminished by lighting effects--or windows.
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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06-08-2007 17:57
A lot of it revolves around applying a constant force on the avatar(s). You can do it with lots of fast llPushObject or llApplyImpulse calls, or even make an attachment which uses llSetForce, which applies a constant force vector to the av.
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Hesius Heron
Registered User
Join date: 21 May 2007
Posts: 11
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06-08-2007 19:43
Would that let me, for example, move the AV up at 2 X Gravity (flip gravity) and then flip the char so they walk on the roof? If so, that sounds like the nicer idea. How would I put the script on the AVI tho? Make a wearable invisiprim?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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06-09-2007 04:24
From: Hesius Heron Would that let me, for example, move the AV up at 2 X Gravity (flip gravity) and then flip the char so they walk on the roof? If so, that sounds like the nicer idea. How would I put the script on the AVI tho? Make a wearable invisiprim? I don't think this will be so easy. Just applying the force should only smash the avatar flat against the wall or bump his head against the ceiling; I think you'll also need to override the animations so it looks like he's climbing the wall or walking on the ceiling. (Getting those animations to look right, applied at the right time, seems like the trickiest part of this.) As for how to apply the force, theoretically anything could be scripted to do llPushObject() on the avatar, but practically, the impulses that generates are too "bursty" to look like a constant gravitational attraction. Instead, you'll want an attachment so you can llSetBuoyancy(0.0) and llSetForce() to some function of llGetObjectMass(). The attachment could be a HUD, or anything else you might dream up (a prim Spidey suit?).
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