this is a script I have:
default
{
state_entry()
{
llSetSitText("Ride"
;
llSitTarget(<0.3, 0.0, 0.3>, ZERO_ROTATION);
llSetCameraEyeOffset(<-5.0, 0.0, 2.0>
;
llSetCameraAtOffset(<3.0, 0.0, 2.0>
;
llSetVehicleType(VEHICLE_TYPE_BOAT);
llSetVehicleFlags(VEHICLE_FLAG_NO_FLY_UP | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_HOVER_WATER_ONLY);
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// least for forward-back, most friction for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <2, 3, 2> );
// uniform angular friction (setting it as a scalar rather than a vector)
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 5 );
// linear motor wins after about five seconds, decays after about a minute
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after four seconds, decays in same amount of time
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 );
// hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0.15);
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY,.5 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 );
// halfway linear deflection with timescale of 3 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 );
// angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 );
// somewhat bounscy vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 );
// weak negative damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 3 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, .75 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
}
changed(integer change)
{
if (change & CHANGED_LINK)
{
key agent = llAvatarOnSitTarget();
if (agent)
{
if (agent != llGetOwner())
{
llSay(0, "You aren't the owner"
;
llUnSit(agent);
llPushObject(agent, <0,0,100>, ZERO_VECTOR, FALSE);
}
else
{
llSetStatus(STATUS_PHYSICS, TRUE);
llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
}
}
else
{
llSetStatus(STATUS_PHYSICS, FALSE);
llReleaseControls();
llStopAnimation("sit"
;
}
}
}
run_time_permissions(integer perm)
{
if (perm)
{
llStartAnimation("sit"
;
llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
}
}
control(key id, integer level, integer edge)
{
vector angular_motor;
if(level & CONTROL_FWD)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <20,0,0>
;
}
if(level & CONTROL_BACK)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-10,0,0>
;
}
if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
{
angular_motor.x += 10;
angular_motor.z -= 10;
}
if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
{
angular_motor.x -= 10;
angular_motor.z += 10;
}
if(level & (CONTROL_UP))
{
angular_motor.y -= 50;
}
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
}
}
{
state_entry()
{
llSetSitText("Ride"

llSitTarget(<0.3, 0.0, 0.3>, ZERO_ROTATION);
llSetCameraEyeOffset(<-5.0, 0.0, 2.0>

llSetCameraAtOffset(<3.0, 0.0, 2.0>

llSetVehicleType(VEHICLE_TYPE_BOAT);
llSetVehicleFlags(VEHICLE_FLAG_NO_FLY_UP | VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_HOVER_WATER_ONLY);
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// least for forward-back, most friction for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <2, 3, 2> );
// uniform angular friction (setting it as a scalar rather than a vector)
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 5 );
// linear motor wins after about five seconds, decays after about a minute
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after four seconds, decays in same amount of time
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 );
// hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0.15);
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY,.5 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 );
// halfway linear deflection with timescale of 3 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 );
// angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 );
// somewhat bounscy vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 );
// weak negative damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 3 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, .75 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
}
changed(integer change)
{
if (change & CHANGED_LINK)
{
key agent = llAvatarOnSitTarget();
if (agent)
{
if (agent != llGetOwner())
{
llSay(0, "You aren't the owner"

llUnSit(agent);
llPushObject(agent, <0,0,100>, ZERO_VECTOR, FALSE);
}
else
{
llSetStatus(STATUS_PHYSICS, TRUE);
llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
}
}
else
{
llSetStatus(STATUS_PHYSICS, FALSE);
llReleaseControls();
llStopAnimation("sit"

}
}
}
run_time_permissions(integer perm)
{
if (perm)
{
llStartAnimation("sit"

llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
}
}
control(key id, integer level, integer edge)
{
vector angular_motor;
if(level & CONTROL_FWD)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <20,0,0>

}
if(level & CONTROL_BACK)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-10,0,0>

}
if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
{
angular_motor.x += 10;
angular_motor.z -= 10;
}
if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
{
angular_motor.x -= 10;
angular_motor.z += 10;
}
if(level & (CONTROL_UP))
{
angular_motor.y -= 50;
}
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
}
}
Thank you!