How to immobilze an avatar without Release Keys
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HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
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08-31-2006 01:54
Hi,
I've been trying now for a while to duplicate a feature some collars offer - i.e. freezing the avatar in a pose with an attachment.
I have had success by taking the controls but there is always a Release Keys option. Not too bad and I could live with that but I have seen this done better and I do not like to script second best solutions.
On the Amethyst collar, for example, is a .stand option that takes away your arrow keys but you do not "sit" and you do not see "Release Keys". Still - you are stuck in the chosen animation until a .follow command is spoken upon which you can move again. This is exactly what I am looking for.
Unless this is another secret trick of the trade I'd be glad to receive a tip which direction to take to script this.
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HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
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Vehicle question - banking
08-31-2006 02:03
Hi,
I have no experience with building vehicles and I only do ask this because I have a friend who is not experienced and who also cannot script. So I'm better qualified to ask, hehe. Another case of the one eyed trying to help the blind.
This friend built a nice Zepellin/Airship/Blimp whatever the exact word in English is. He used a freebie script from a flying carpet and this works like magic with this aitship. The only problem is that it is banking - a thing real airships do not or at least not so much.
I examined the script a bit and found four possible places to change - because of time problems I could only test two and those two didn't produce the desired results.
I changed the values for:
VEHICLE_BANKING_EFFICIENCY VEHICLE_BANKING_MIX
Unfortunately the only thing I achieved is to have it not banking (i.e. turning) but the banking "animation" was still played. Grrr .... exactly the opposite I am looking for.
Would setting the motor directions help with this or is this more complex? Any tips on how to turn the airship without banking will be greatly apprechiated.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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08-31-2006 02:09
I thought it triggered an animation that simply looked like you are standing. Kinda like the posing stands.
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HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
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08-31-2006 02:18
No - you can get frozen in every animation the collar has to offer. So it is not a static pose. In additio - the pose stand is something you Sit on. Sitting takes away the control keys automatically and replaces them with camera control. But the collar you WEAR you do not sit. Tricky one .... I'm thinking about this for at least two weeks now. 
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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08-31-2006 06:10
vector position;
default { on_rez( integer Parameter ) {
position = llGetPos(); }
moving_start() {
llMoveToTarget( position, 0.1 ); // add extra check for flying, animation override etc. } }
on sidenote i don't think it's particularly good idea. "Release Keys" is SL version of the safe word, in a way -- it allows to easily get your controls back, and it indicates something is affecting your control in the first place. A 'hidden' movement override like this can be used by unscrupulous people to really fuck with a person's mind, if that person is inexperienced and doesn't realize how attachments work and such.
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HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
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08-31-2006 06:26
Hi, I understand the dangers of this. This will only be used with "informed consent" or as the saying goes.  The really surprising thing is, that people actually *ask* for this. I usually do bondage eqipment/poses/devices and I always get *complains* from people - why can I still access the menu, why can I move, why can I stand up .... the works. So - I tend to put a notecard configuration system in, that is pretty vanilla as default but can be set to a stricter level by manually changing the notecard. The movement prevention is one of those - change manually - things and those things I usually make no trans so that noone can lure an unsuspecting newbie into a trap. Imagine my surprise when I did a poseball script that kept its animating powers even after the user stood up .... ack! And then I had to find out that there is really *no way* to prevent this or to release the permission (4get what the WIKI tells you - it doesn't work, at least not with the current version of SL). Lots of abuse possibilities  As a designer I play fair and hope that the *bad guys* (and girls) out there are too busy being mean to actually start scripting and scare newbies from enjoying SL. Um - by the way: Thanks for the tip!!!!! I will try it and see how it works and how I can implement this.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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08-31-2006 09:02
lol, this has come up elsewhere.
Some variation around llTarget and llMoveToTarget(llGetPos()) does the trick. The llTarget lets you turn it off, so you can release them too.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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08-31-2006 09:16
If someone is determined to break out of something like this, they can - they can teleport, remove the attachment (in a no-script area to avoid the "owner warning"  , or sit on a prim and move it with the Build interface. Repeatedly calling MoveToTarget will generate a lot of lag, so I'd just accept the Release Keys button anyway. I've never really understood the scripted collars much, really - you can make the person appear to walk after you and kneel, but in actual fact they might be AFK getting a drink or playing WoW in the background. I'm also told it doesn't match the RL dynamic, where you can't really physically force anyone to kneel or whatever, and at least part of the "thrill" comes from them doing so even though they were physically fully capable of choosing not to.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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08-31-2006 09:25
Right. 'llMoveToTarget()' should work nicely. Possibly combined with an animation (override) of some sort.
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HtF Visconti
Registered User
Join date: 21 Jul 2006
Posts: 123
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08-31-2006 09:54
From: Yumi Murakami I've never really understood the scripted collars much, really - you can make the person appear to walk after you and kneel, but in actual fact they might be AFK getting a drink or playing WoW in the background. I'm also told it doesn't match the RL dynamic, where you can't really physically force anyone to kneel or whatever, and at least part of the "thrill" comes from them doing so even though they were physically fully capable of choosing not to. Lol, we are getting a bit off topic now  I agree with you 100% on this but I also think that - if the sub is serious on RPing his or her part - the collar is a nice thing. You are under the control of someone and he or she can do as she pleases. There are, of course, limits and also safeguards which allow you to "escape" in numerous ways but this is just like RL where you can usually say a safeword when things get a bit too tough. You may point out that, in RL, there are situations where a safeword is not honoured and I can point out then that true helplesness can also be found in SL - it is called updates here.  I think collars and collar like devices are *fun* to play with or to be played with and that's what counts imo - fun. So - if someone feels a bit better with a few buttons less to click - if I can humour him or her - so be it. 
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