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Anti-Orbit / Push / Bounce

Mnenyver Au
Registered User
Join date: 5 May 2006
Posts: 1
08-05-2006 16:21
I understand parcels can be set not to allow such behavior, but not everyone has their land set this way. Is there a way to make an avatar heavier or somehow lock push behavior against yourself? What about stopping objects set to follow the avatar? :(
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
08-05-2006 16:38
Sit on something or use a non-physical movement device, that's the only reliable way to stop push. The only way to stop any reasonably scripted following object is to TP out of an area. Ignoring them, which I do, will work as well.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-05-2006 17:37
There's another one that works reasonably well (but isn't completely foolproof). Take the controls (but allow their normal behavior), and if no control button is pressed within a certain period of time (or if a certain combination is pressed, such as FWD and BACK at the same time), do something like 'llMoveToTarget(llGetPos(), 0.05)'. When a control button is pressed for normal movement you have to use 'llStopMoveToTarget()' to let yourself move again.

Or have an attachement that completely takes over movment and ALWAYS moves you with 'llMoveToTarget()'.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
08-06-2006 09:55
llMoveToTarget() along with most physical controls (except massed pushes =/) can only apply so much force at a time, so if someone wants to orbit you it could take a considerable amount of time before the llMoveToTarget() starts to pull you back down again, by which point you could have crashed or whatever.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-06-2006 11:48
From: Haravikk Mistral
llMoveToTarget() along with most physical controls (except massed pushes =/) can only apply so much force at a time, so if someone wants to orbit you it could take a considerable amount of time before the llMoveToTarget() starts to pull you back down again, by which point you could have crashed or whatever.

Hence the disclaimer I put at the beginning. It is a quick solution to try, and if it doesn't work you move on to non-physical movement and such. The main benefit of using 'llMoveToTaget()' is that it is really stinkin easy. :-)