Is it possible to move Avatar with moving prim without sitting on prim?
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joebaldwin Beleza
Registered User
Join date: 27 May 2007
Posts: 4
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04-06-2009 21:09
Hi, I tried to come up with a solution to this, but I haven't found anything so far....
The idea is this: I have an interactive building in which the rooms move and change their positions according to what the visiting avatar does. In other words: the avatar is walking from one room (let's say Room A) to another room (Room B). When Room B finds out that the avatar is inside (when is activated by the avatar collision), starts moving according to some rules. So far so good; I created the moving building, and that works great. However, the problem is this: once the avatar touches the floor and activates the room he is in, the room starts moving -- which is ok -- but the avatar DOES NOT move together with the room, so that after a while the avatar is no longer inside the room. Which is not what I was looking for. Once the avatar is IN the room, I want the avatar to move WITH the room. But I don't know how to do this. I know that I can do this by having the avatar sit on the floor of the room (or on one prim in the room). But the point is that I don't want the avatar to sit. he is just walking around, from one room to another, and so I don't want him to sit each time he enters one room and stand up again if he wants to leave the room he is in and move to another room. So my question is: is there a way to "attach" the room to the avatar during the time the room moves and "detach" the room from the avatar once the room comes to a stop in a different position? (to make it simpler: can I create a sort of flying carpet that starts flying (together with an avatar) once the avatar steps on it (but not sit on it))?
Thanks a lot
Joe
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Dnali Anabuki
Still Crazy
Join date: 17 Oct 2006
Posts: 1,633
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04-06-2009 22:15
I don't know the answer to your question but I do think it is a totally cool idea what you are trying to do. Good luck.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-06-2009 22:16
you could temporarily block the entrance/exits of the room while it's moving, that would at least prevent the av from shifting out of the room. similarly you could rez an invisible cylinder around the av or 'speed bumps' to keep them locked to their present location while the room is in motion.
another option might be some sort of move to target hud that forces the av to keep up with the room while it's moving.
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Kaylan Draken
Registered User
Join date: 2 Dec 2006
Posts: 127
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04-07-2009 09:56
Don't know if this work but because a avatar can push a physical prim away it may work other wise too. Maybe a physical prim can push a avatar (if push is enabled on that land) so you can try to make the room physical while your moving it. BTW cool idea  ))
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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04-07-2009 11:04
There used to be a crooked house (4d), they moved the other rooms around the room you are in so that you don't have to move the avatar.
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Zeroe Auer
Registered User
Join date: 17 Jul 2007
Posts: 2
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04-07-2009 11:23
You could try pushing avatars to follow the movement, but it's likely to get messy. If you can persuade visitors to wear an attachment (visitor's id badge?), then you can use llMoveToTarget on the attachment to move the wearer around.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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04-07-2009 11:36
a prim can push an AV around. one drawback is the AV will look like it is walking/running in place if it moves around horizonally. Vertically it will be fine but if the prim move faster down than an AV would normally fall it will do a falling animation.
Also if you are in aregion that allows pushing a script can apply a push to an AV and there are some weird limits there too.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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04-07-2009 11:48
The only way a prim can move an avatar is if it's physical. Your best bet is to sit the avatar linking him to the prim, which can then be moved. You can also trigger an animation of the avatar standing if you don't want him in a sitting position while linked to the prim, and then unseat them when you're done.
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Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
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04-07-2009 13:42
There is an animation called "Impatient" that you could use. The file is located in the downloads "extra downloads" section. You can download the .zip file and upload the bvh animation to SL, or, contact me and I will give you a copy of it inworld.
The resulting appearance of this specific animation is the av standing on the prim that is being moved, however the av is actually sitting on the prim as it moves. I use it for a non-physical elevator platform.
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joebaldwin Beleza
Registered User
Join date: 27 May 2007
Posts: 4
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04-08-2009 15:14
Thanks a lot everybody!
I followed some of your suggestions, I tried a few things, and finally i found the way to solve my problem! the av wears a small prim (a bracelet) and when one room starts to move it sends a llMoveToTarget message to the bracelet (and therefore to the av) so that they both move together (well, almost at the same time) with the room. If I only could get rid of the "windy" sound due to the quick motion of the av, the result would be almost perfect.
thanks
joe
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Fargo Wirefly
Registered User
Join date: 15 Nov 2008
Posts: 5
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04-09-2009 09:39
Hello, If I think you are trying to do what I think you are... why not just have the other rooms re- arrage themselves around the room your avaitar enters . this will have the illusion of what you are trying to accomplish. or you could use llDie on the surrounding rooms when the avitar enters then rez the new rooms around the subject room.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-09-2009 12:01
From: Fargo Wirefly Hello, If I think you are trying to do what I think you are... why not just have the other rooms re- arrage themselves around the room your avaitar enters . this will have the illusion of what you are trying to accomplish. or you could use llDie on the surrounding rooms when the avitar enters then rez the new rooms around the subject room. because there could be issues of space.... for example the never ending hallway trick isn't really going to work if the av is always moving forward 
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joebaldwin Beleza
Registered User
Join date: 27 May 2007
Posts: 4
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04-09-2009 18:39
well, what i'm trying to do is a labyrinth. five rooms, one central, the other four rooms around the central one. when the av moves from the center (room 0) to any other room (let's say room1) I have the following: av is in room 1; room 0 goes up (the height of a room), them moves on top of room1. at this point, room 1 (with the av inside) moves toward the center, where room 0 was. finally, room 0 goes down where room 1 was. the av is in the new room (room1) but he is still in the central postion. and so on. if I change the contents of the rooms each time the av enters into a room i can have a potentially infinite number of rooms within a finite (and quite small) space. that's the idea. I think the only way to do this (that is, to move the av together with the room) is to give the avatar a prim to wear, and to move the prim with the room. the av follows. it works. only problem is that if i push the av wit the llMoveToTarget the av makes awkward movements. and you see a sort of flash once the av enters into the room and activates the motion (with collision with the floor of the room). maybe i need to try a better control of room+av. but if you have a better idea on how to move the av so that the motion of the av smoothly follows the motion of the room, please.... any suggestion is very welcome  joe
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