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Vehicle frustration

Mereille Despres
Registered User
Join date: 5 Sep 2007
Posts: 79
10-17-2007 18:50
I'm starting to work on vehicles. My first attempt is costing my my hair. grrrr....

I created a cylinder, set to hover at about a meter, with me 'walking' beside it.

On flat ground, everything is hunky-dory. I move forward, turn, and strafe just fine.

But...if I try to move up a step (physical prim block on the ground), instead of rising I tip over.

Now I'm shooting in the dark as to what settings to look at. I don't want any rotation along the x or y axis, and I want it to rise up over steps, ramps, and other prim terrain.

Help! grrrr....
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
10-17-2007 20:01
llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE);
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Mereille Despres
Registered User
Join date: 5 Sep 2007
Posts: 79
10-18-2007 04:22
Oh! I didn't realize those flags worked with vehicles as well. I used them for physical (MoveToPos) calls, but didn't think about it when setting vehicle physics. Silly me.

Thanks
Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
Good luck
10-18-2007 08:45
you are in for a long journey learning to deal with detecting prims in vehicles - you will have to be very creative because basically prims are invisible to all the vehicle commands and structures - you have to start using collisions to detect them and determine what to do about them in all the different cases. Its very challenging and - by the way - make sure you test your stuff with Havoc4 on the beta grid - collisions seem to behave differently there, - just a bit.