; call to control how long it takes to move to the end pos. Say for example if you wanted an object to move slowly to the height of 5m over say ten seconds??Thanks
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Little More Help Please??? |
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Candy Ferguson
Registered User
Join date: 22 Jun 2006
Posts: 20
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04-20-2008 02:08
Hi is there a way to control the llSetPos(llGetPos() + <0,0,5>
; call to control how long it takes to move to the end pos. Say for example if you wanted an object to move slowly to the height of 5m over say ten seconds??Thanks |
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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get physical
04-20-2008 03:32
llSetPos() is for non physical objects and there is no way you can control the speed of the object.
But for physical objects you can: llMoveToTarget( vector Point, float tau); // will move to Point, SIM coordinates, in time tau seconds happy scripting _____________________
From Studio Dora
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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04-20-2008 07:51
Now that you are getting into physical movement it gets a little bit more complicated. If an object is top heavy or oddly shaped then it will have a tendency to rollover when you set it physical just as it would in RL. To counteract that you can use a llSetStatus call so that it won't roll on any of it's axis. Also once llMoveToTarget is called it stays active until it is stopped. Finally, in most cases I set the item physical ONLY when I am moving it.
I am not much for adding a lot of explanations into the body of my scripts so if there is anything you don't understand, don't hesitate to ask: CODE integer up = TRUE; _____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
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Kidd Krasner
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Join date: 1 Jan 2007
Posts: 1,938
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04-20-2008 22:51
llSetPos() is for non physical objects and there is no way you can control the speed of the object. Not directly, but you could do the vector arithmetic yourself, and write a loop that moves the object a bit, sleeps, moves a bit more, etc. Depending on how often and how far it's moving, this may or may not be a good idea, lag-wise. |
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Candy Ferguson
Registered User
Join date: 22 Jun 2006
Posts: 20
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Thanks a heap
![]() 04-21-2008 01:43
Thank you to all of you I will try this...
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Candy Ferguson
Registered User
Join date: 22 Jun 2006
Posts: 20
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This Works Well However
04-21-2008 02:27
It seems I can only make the object move a maximum of 64m is there a way to make it move a larger distance please???
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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04-21-2008 03:58
read all about it here: http://www.lslwiki.net/lslwiki/wakka.php?wakka=dynamics
if you don't find answers here the links on the page will certainly take you where they are. Maybe the 'Warp' hack is something for you? see: http://www.lslwiki.net/lslwiki/wakka.php?wakka=LibraryWarpPos (but that is for non physical objects) happy scripting _____________________
From Studio Dora
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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04-21-2008 04:02
It seems I can only make the object move a maximum of 64m is there a way to make it move a larger distance please??? AHHHHH! Well yes you can but this has now gone from basic non-physical movement through physical intermediate movement to advanced movement! LOL This evening I can waaaaay simplify this but for now here is a peek at my physics TP which has no limits. You could even specify a target that is 100,000 meters up. Don't be discouraged when you look at it. Important parts are the not_at_target, at_target and timer events: CODE // "Physics TP.esl" I'll explain it in more detail later unless someone else want's to jump in here. _____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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04-21-2008 16:04
Thought your name rang a bell, you are the Rocket Girl!!!!!! So you were already playing with some physics movement in the form of llSetForce. In this case thou, you can see that it isn't just one single LLFunction that controls the movement but a handful working together. It gets kind of confusing looking at the wiki to see how these interact in this case. So I commented this script & hope it helps (I hate commenting
Takes me longer to comment then to write the script )You can play with the different values where I marked; ADJUST HERECODE
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
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Candy Ferguson
Registered User
Join date: 22 Jun 2006
Posts: 20
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Thank you Jesse
and everyone04-22-2008 01:39
As I am still a beginner I really appreciate all your help thank you people!!!
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