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Standing in a flying vehicle

Noctraptor Gothly
Registered User
Join date: 29 Dec 2009
Posts: 3
01-02-2010 13:29
Hi all,
To start off I know.. pretty much nothing about scripting so bare with me.
I am trying to add a flying vehicle script to some thing I am building. My issue is that the script I am using is set up to have your avatar sit. I wish to have my avatar stand ( ie stand at the controls of the vehicle. Is that possable? And if So how would I go about it.

Kind of guessing that the llsittarget line is where I need to focus?

And thanks in advance for any help, tips.. ect you all can provide.

P.s The script I am using is your common free use Airplane type script.

Thanks again,
Noct.
Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
01-02-2010 13:46
Just change the animation to a standing animation, either one of the built-in ones (there should be a link from the lsl portal page for animations to the list of built-ins) or some other animation. Look for Learjeff's easy sit positioner to set the target (yes, it would be the llSitTarget line you would have to change).
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-02-2010 13:48
you can play an animation over the standard sit to make the avatar stand instead.

the catch here is that the avatars hips will be located wherever the sit target says to put them... so tall avatars may sink into the floor, and short ones may hover over it.
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Noctraptor Gothly
Registered User
Join date: 29 Dec 2009
Posts: 3
01-02-2010 14:55
Thanks for the replys!
What I've done is pretty much change every ref to sit to stand.. and so far.. it doesn't seem to be working for me. Like I said I know nothing what so ever about scripting and am working blind lol. Any thing you can suggest?

you said the llsittarget line was the one I needed to focus on. I cant seem to find a replacement for that command that refers to sit any where. Might you be able to suggest some thing? I looked over the SL wiki for other commands like llsittarget and don't see any thing that seems to fit.

And again thanks for the help!

Noct
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
01-02-2010 15:51
From: Noctraptor Gothly
Thanks for the replys!
What I've done is pretty much change every ref to sit to stand.. and so far.. it doesn't seem to be working for me. Like I said I know nothing what so ever about scripting and am working blind lol. Any thing you can suggest?

you said the llsittarget line was the one I needed to focus on. I cant seem to find a replacement for that command that refers to sit any where. Might you be able to suggest some thing? I looked over the SL wiki for other commands like llsittarget and don't see any thing that seems to fit.

And again thanks for the help!

Noct

http://wiki.secondlife.com/wiki/LlSitTarget and http://lslwiki.net/lslwiki/wakka.php?wakka=llSitTarget

Without seeing the code it's a bit difficult to advise where the references to the sit anim are to be be found. It may well be defined as a variable up at the top of the script, but since you're not used to scripting you probably won't know what to look for.

See if you can find a section in your script that starts something like,
CODE
run_time_permissions(integer perm)
or similar. In that section, look for some code starting,
CODE
if(perm&PERMISSION_TRIGGER_ANIMATION){
...
}


What does it say there?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-02-2010 16:31
I'm betting there is no animation being played and it's just relying on the default sit behavior....

in which case it would need to be added.

PS
sit target is just a way to specify where the av's hips go. it will default to a sit animation, but you can play a different animation instead so you won't actually be sitting, regardless of the name of that command ;)

ETA:
assuming my bet is wrong, there will be a line that says
llStartAnimation( something-or-rather );

if you place your own animation in the plane, and change something-or-rather to the name of your animation, you'll be one step closer =)
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Noctraptor Gothly
Registered User
Join date: 29 Dec 2009
Posts: 3
01-02-2010 16:53
the script I'm using is located at http://www.freeslscripts.gendersquare.org/vehicle/13-air/36-lift-script-v-10.html Not sure if linking and what not is ok here, if not forgive me.

Hope that helps.

And thanks for being understanding.. I tell ya I have a new found respect for those of you who work with scripting, frankly I don't know how you keep your sanity lol.

Ok I looked it over, Found the section you talked about Innula I changed sit to stand there.. saddly with no effect. So perhaps after checking out the script I'm using this all might make more sence.

And again Thanks SOOO much for the help I really do Appreciate it!
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-02-2010 18:42
ok definitely not a vehicle script there, but I threw it in a prim and it works just fine.... going up, but going down it tries to cram my feet into hips (it's the movement that's doing it) it needs a different animation besides "stand" (for some reason the legs aren't animated in that one?)

suggest you buy one of the cheap ao stands drop that in and replace the word "stand" with the name of the dropped in animation.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
01-02-2010 20:23
You might try stand_1, stand_2, or stand_3 too. I haven't seen much difference between them, but then again I haven't tried them in an application like yours either. All three are built-in SL animations, so you can substitute any of them for "sit" in a llStartAnimation function call.
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Eelke Forder
Registered User
Join date: 17 Apr 2007
Posts: 2
01-02-2010 22:53
test
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-03-2010 10:03
unsitting after the move works well, it triggers before the mashup takes place on the downward movement.
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