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Problems with dog prim movement

Javi85 Anderton
Registered User
Join date: 17 Jun 2008
Posts: 2
07-15-2008 10:36
Hi, a friend and I are trying to make some kind of dog in second life and we are having problems with the physics. We are using a script that controls the physics and another that controls te AI. The problem is that if we make the dog physical we don't know how to rotate it and if it collides with something it starts spinning crazily. In the other hand, if set it non-physical the delay from llSetPos and llSetRot make it move in a weird way.

Can someone help us?

Thanks.
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
07-15-2008 18:13
bump to help?
_____________________
revochen Mayne
...says
Join date: 14 Nov 2006
Posts: 198
07-15-2008 19:03
Give physics a try again. You can disable the x+y rotation by seting it to false in a llSetStatus if i remember right. Or add a method that checks if your dog is within a specific rotation and holds these.

@#2 ? óô
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
07-15-2008 21:58
You can also do the equivalent of a llSetPos() and llSetRot() at the same time using llSetPrimitiveParams(). It still might be jerk though, and be warned that, while you CAN use hacks to get around script delay, it can be pretty costly in terms of sim and client lag. That means if you CAN either live with the jerky motion or get away with a physical solution, it is probably better to do so.

http://www.lslwiki.net/lslwiki/wakka.php?wakka=llSetPrimitiveParams
Javi85 Anderton
Registered User
Join date: 17 Jun 2008
Posts: 2
07-16-2008 09:07
Hi everyone and thanks for the replies.

We managed to eliminate the spinning in the x and y axis using the llSetStatus function and a physic dog, but now we have the problem that we don't know how to rotate it properly. Any ideas?

Thanks a lot.