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Vehicle Movement Question

Ruboneout Shoreman
Registered User
Join date: 29 Jul 2009
Posts: 38
01-18-2010 15:18
Soo, my friend recently built a car that he really likes, unfortunately, it is over 32 prims. Therefore, I am obviously not able to apply physics to his car. I am by no means great at scripting, but I have been trying to teach myself over the past few months. He told me that there is a way to make a car move without being physical, and having it be over 32 prims. I was wondering how I would go about starting to script something like that... The only thing I can think of is llMovetoTarget?!? However, I don't know how I would go about setting that up, and if it would even be the best approach. Should I just tell him to remake it? lol... Thanks for your time and efforts.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-18-2010 15:51
move to target might works, or looped llSetPos... but if you want to get the best performance from it, and still keep it high prim, simply set the vehicle up as a pelvis attachment, and script a simpler less primmy vehicle that hides underneath it =)
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Ruboneout Shoreman
Registered User
Join date: 29 Jul 2009
Posts: 38
01-18-2010 16:00
Heh, thanks for the advice. i was looking at the move to target thing, and I was like ... if the sim is laggy... Some of the pieces might not move simultaneously and it will get really weird. OR the sim trying to calculate all that stuff while it is moving, might be incredibly laggy. however, I guess there really isn't much else to do as an option.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-18-2010 16:12
if it's a single object it's not likely to leave parts behind, but it can get VERY jumpy, and the script options for a non vehicle car can be.... demanding, both in coding and resource usage.
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Ruboneout Shoreman
Registered User
Join date: 29 Jul 2009
Posts: 38
01-18-2010 16:15
I had a feeling that it is going to get very demanding with coding and what now. I was wondering if you know of any tutorials off the top of your head, or at least any resources in which I could look at for a start in what I need to do. I'm kind of concerned that by even asking that, I won't be able to do this. However, the hardest part for me, is always where to start.. Thanks again by the way.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-18-2010 16:23
TBH I'm not even sure anymore which physics functions work reliable when an av is seated on an object... force and torque are good ones to look at since you can set steady values for them... move to target would probably need a large tau value, apply impulse, rotLookAt , and hover height would be some others to look at on the physics side

this page links all that and a bit more
http://wiki.secondlife.com/wiki/Category:LSL_Movement


your other option is non physical, which would be llSetPos andllSetRot, in small repetitive increments... I don't need to tell you that you won't get any smoothness or speed out of those (ant they're inversely proportionate)
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Ruboneout Shoreman
Registered User
Join date: 29 Jul 2009
Posts: 38
01-18-2010 16:40
Oh wow, this is a lot more involved then I thought it would be... I'm going to just sit here for a while and try to look into all my different options and just try to figure out what would be the best method to tackle... Thank you for your help :D