Adekii Musashi
Second Life Resident
Join date: 29 Oct 2004
Posts: 4
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11-17-2004 09:55
Hi! I'm a super noob as far as this forum goes, this is my first post (and I've only been playing SL since like the 28th of October)... please don't hurt me much =:3
For the past few days, I've been messing around with a giant robot dinosaur (I'm recreating the Zoid "DeathSaurer") in the morris sandbox, and I've run into a bit of a snag. The robot is mostly bipedal, and it really likes to tip over while I'm driving it around the sandbox. It's 30 prims, and I've got the generic "simple vehicle script" in it. It also gets caught on small objects that I can't see due to the fact that the cockpit is in the head, about 25 meters above ground.
Now, I tried to address the tipping over issue by having a "tripod" rod sticking out of the front lower chest to the ground, to help balance it (I made it invisible with the clear texture), but it still likes to top over, but that's not the biggest problem
Basically, I'd love to be able to make this bad boy JUMP. Is this even possible for vehicle scripts that don't hover? I know you can jump with the hoverboard script... I tried transplanting the code for the jump functions and control calls (as well as requesting permissions for the correct keys, namely the pageup key) into the simple vehicle script, but it doesn't seem to work when I test it out. I also adjusted the "hover height" global variable to be a number about 10 m higher than DeathSaurer' head. I don't get any compilation errors, but when I use the pageup key nothing happens... Are there some energy/power/force settings that I should use to get DeathSaurer off the ground? Or is it just too damn big to jump?
I welcome any and all input/criticisms! =:D
Adekii [edit - grammer? what's that?]
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
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11-17-2004 10:04
re: tipping, look up llSetStatus( STATUS_ROTATE_X/Y/Z, FALSE );
re: jumping. search for Energy. Basically, if your vehicle has a high mass (<10 is ideal, <100 is ok, > 100 is a lot), its going to have difficulty getting airborn. Try making everything hollow and / or making it out of flat rectangular prims, rather than solid prims.
Azelda
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Adekii Musashi
Second Life Resident
Join date: 29 Oct 2004
Posts: 4
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11-17-2004 10:23
Azelda, thanks!
I'm going to try out your instructions when I get home this evening! They sound like they'll work very well!
Adekii
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Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
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11-18-2004 09:32
From: Azelda Garcia re: tipping, look up llSetStatus( STATUS_ROTATE_X/Y/Z, FALSE ); Sorry Azelda, but I must contest that disabling rotation on axes of a physical object is usually a really bad idea. I would lean heavily toward using vertical attraction with high efficiency especially since it is using a vehicle script. There is one vehicle flag and two vehicle parameters that deal with vertical attraction. You would need something like this: llRemoveVehicleFlags(VEHICLE_FLAG_LIMIT_ROLL_ONLY); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCAPE, 1.0); Also to get around the fact that it gets caught on objects, you can make the entire thing phantom. It will still collide with the ground if you do this, but you will not be able to do things like stand on platforms. There are also some tools available to help you get airborn. You can temporarily set the object as buoyant, apply the impulse, sleep, then reset the buoyancy. Something like: llSetBuoyancy(1.0); llApplyImpulse(<0,0,10*llGetMass()>, FALSE); llSleep(0.5); llSetBuoyancy(0.0); Note that buoyant objects still have mass and energy... they just don't have gravity acting on them as much, so it's easier to push them upward.
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Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
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11-18-2004 09:38
Also note that in your attempt to become airborn, you may run into conflicts with VEHICLE_ANGULAR_DEFLECTION_* and/or VEHICLE_LINEAR_DEFLECTION_* that can cause the object to rotate to the direction of movement and/or change the direction of movement to match its X axis. See this thread and this thread for more information regarding these issues.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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11-18-2004 11:41
Also, you might want to try making the root prim one that is closer to the ground.
_____________________
~ Tiger Crossing ~ (Nonsanity)
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Adekii Musashi
Second Life Resident
Join date: 29 Oct 2004
Posts: 4
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11-18-2004 16:07
Apotheus Silverman, thank you very much for your information! I'm going to try it out too. And Tiger Crossing, thank you for your help as well =:3
Adekii
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Adekii Musashi
Second Life Resident
Join date: 29 Oct 2004
Posts: 4
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11-19-2004 14:08
Well Apotheus Silverman, I tried the code you suggest, and while if I use it in a plain cube prim, I sit on it and hit the key I assigned (pageup), it will vault me into the air and I'll land 1 or 2 sims away, as soon as I try to use it in my Death Saurer, nothing happens. So your suggestion works!! But I'm beginning to think Death Saurer may be too heavy =:( I tried adjusting the bouyancy numbers and increasing the force * mass multiplyer, but nothing I try seems to work. So I thank you very much for your assistance, but it appears that Death Saurer will be a ground pounder. At least riding in him makes me not be bounced around by greifer weapons anymore =:3
Adekii
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