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moving a prim with an avi sat on it confusion

Dave Bellman
Registered User
Join date: 10 Oct 2006
Posts: 123
06-02-2009 04:04
Hi All,

I have a single prim onto which I sit my avi. I then move the prim around using llSetPos, no problem.

However, the movement is too jerky for my purposes, so I decided to set my script status to STATUS_PHYSICS, TRUE and use llMoveToTarget instead. From reading up on the wiki, this should work fine right? For some reason it doesn't.

So I tried setting a target when I use llMoveToTarget. I then catch the at_target event and use a llTargetRemove.

For some reason, my prim (and avi) still do not move at all when I use llMoveToTarget.

I've scoured the forums already for information on this and have had a few years LSL scripting experience. I'm stumped! I'll bet I've just overlooked something simple, but cannot see what - any suggestions?

:-Dave
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
06-02-2009 08:01
Dunno if this helps, but we had a long thread about a similar question a couple of months ago. Take a peek ....
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Kayaker Magic
low carbonated footprint
Join date: 11 Sep 2008
Posts: 109
06-02-2009 08:34
You may be running into several problems here. Physical objects use up energy, and you may not have enough to move. Perhaps you are stuck on the ground, try llSetBoyancy to make your object float first. But when it runs out of energy it will fall back down again. The vehicle routines (http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial) solve a lot of these problems, but they have a steep learning curve.
Dave Bellman
Registered User
Join date: 10 Oct 2006
Posts: 123
06-04-2009 00:37
Thanks for the replies guys. I solved the problem - I was developing on a platform high in the sky, and I'd forgotten that physics do not work so well above a certain height! Doh!

Hopefully this post will stop someone else making the same mistake...

:-Dave
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
06-04-2009 03:15
From: Dave Bellman
Thanks for the replies guys. I solved the problem - I was developing on a platform high in the sky, and I'd forgotten that physics do not work so well above a certain height! Doh!

Hopefully this post will stop someone else making the same mistake...

:-Dave

Glad that you have it working but there are no height restrictions on physics. My physical flight assist works fine up to max integer and sat on physical objects work up to 4096 with no problems.
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Dave Bellman
Registered User
Join date: 10 Oct 2006
Posts: 123
06-05-2009 01:09
Hi Jesse,

Now that is interesting - I just re-tested my working version at 750M - definitely not working up there. I just came back down to 25M, and it's working again.

I'm going to continue developing at 'sea level', but ultimately would rather not have a height restriction.

Any ideas what might be going on?

:-Dave
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
06-05-2009 16:39
global vs local effect? (physical flight assist acts on the av, not the region...?) just a thought. it also might be a mater of the functions used (or not used as the case may be) functional applied physics probably don't have a limit (well max int for safety), by implied sim physics might. dunno personally.
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