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goto nearby positions and/or people

Igar Roff
Registered User
Join date: 22 Feb 2009
Posts: 21
03-14-2009 16:56
I'd like to set up my [F] keys so that I could jump to specific locations nearby - eg. [F2] stand at back of office chair, [F3] sit on rug in front of fireplace etc. Can it be done and how?

Other thing is , and I know there is a script out there somewhere, the ability to possistion yourself next to a nominated avatar eg. a chat line "!got geo" and you jump to standing in front of 'Georgette Tuffy".

Can anyone assist please or at least guide me as to where I might start - thanks.
Mulligan Maskelyne
Registered User
Join date: 30 Jan 2009
Posts: 6
03-14-2009 18:03
I don't think there is anyway set up a {key} to run something in a script.. Only way I can think of doing it is setup a gesture to do [F2] then have it say /10 stand Mulligan mas then have a script listen for that command and have it done.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
03-15-2009 00:34
gesture sends message to worn script attachment, script either detects the desired object and uses move to target, or has a pre programmed position (might want to have it check what sim it's in if it's targeting an object)

the same detection trick can work for targeting an av, just have the replacement text for the command only.

please use a channel besides public (0). filtering in your script listen wouldn't hurt either.

note: no method to correct facing, so be prepared to turn yourself.
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Igar Roff
Registered User
Join date: 22 Feb 2009
Posts: 21
03-16-2009 15:12
thanks
WhiteStar Magic
Build it+Script it=RUN!
Join date: 24 Jul 2008
Posts: 36
03-16-2009 16:09
To expand on Void's Answer...

I have a Creature avatar (several actually) which have a variety of scripted functions from Flame Throwing to Ice Beams and a variety of sounds.

The Creator used a series of Gestures which perform the sound calls but also activate the scripts to Throw Fire Balls etc....

He used a "llWhisper(-999,10); which is use Negative Channel 999, send integer 10. The Receiver Script grabs the channel then parses the 10 to initiate the scripted action.

In regards to Rotations .... That can be done but... "BUT" (there always has to be a couple) if you know for certain that the position would remain consistent you could code the position rotation. IF the Target/Object is likely to change then the script would have to dynamically check the target ... so in the case of a chair you would have to run a sensor for the object and determine it's location and rotation, then correct for positioning. An awful lot of code would have to be done.

There is another possible answer though too. Create an LM at the Position & rotation of the target, place the LM into the Movement object and read the LM data and parse/process that. Again there would be some code required for that processing but less than the previous idea.

I've used LM's for Point to Point and Multi-Point TP systems and the rotations do work... In fact I was coding an LM to LM Tour System which is working quite nicely and even gives me the correct rotations at the target.

Just some things to Ponder... I guess it all depends on the application and how you want to integrate the solutions.

WhiteStar
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
03-16-2009 23:27
LM rotation is ignored. similarly, so are LookAt variations in regards to an attached av (they don't affect the av)... the only way to really manipulate an av's rotation via script is if it is sitting... annoying? oh yeah
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