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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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01-23-2007 11:35
I have been working on several vehicles from scratch and in all the searching in the wiki, the tutorials, the vehicle information, I am stillnot able to get my vehicle to sucessfully cross a sim boundary. I have the status set to return on the edge of the world.. What happens at the edge of a sim?
Any clues would help.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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01-23-2007 14:05
There are a number of problems that vehicles have crossing sim borders, but could you tell us exactly what you have observed with yours?
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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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sim boundaries and vehicles
01-23-2007 18:29
I get to a sim boundary and the vehicle just bounces off and will not go through at all. It doesn;t crash or disappear - just will not cross.
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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01-23-2007 19:29
how many prims in one of your vehicles?
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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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only three prims
01-24-2007 05:49
I only have three prims - two sit targets and a collison detector.
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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01-24-2007 07:53
hmm, I was playing with llMoveToTarget() and had prims crossing sims. I wasnt seated on them though. Perhaps, try to detect the coming edge of the simulator: vector x_val; vector y_val;
vector pos = llGetPos();
//this should detect if your current position is near a sim border //the values are set at 10m before each border to give your vehicle time to react if(pos.x > 245){ x_val = <15,0,0>; } if(pos.x < 10){ x_val = <-15,0,0>; } if(pos.y > 245){ y_val = <0,15,0>; } if(pos.y < 10){ y_val = <0,-15,0>; }
vector target = <x_val.x,y_val.y,pos.y>;
//10 is the number of seconds. Making this a bigger number so the vehicle has a chance to move without screwing up the client of the person riding it llMoveToTarget(target, 10);
Couple extra things with this, your vehicle has to have physics turned on for llMoveToTarget to work. Also, if your vehicle is too massive then it might not work either. Hollow prims are your friend. This code is completely untested.
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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01-24-2007 09:47
The only way I know of that a vehicle would 'bounce off' a sim wall, is if it's a wall of a sim bordering nothing. Like an island sim would have this happen on all sides.
So is it actually bouncing as if you hit something solid, or is the ship doing something else?
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Aaron Edelweiss
Registered User
Join date: 16 Nov 2006
Posts: 115
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01-24-2007 10:20
I think there's a flag you can set in llSetStatus that will cause an object not to be able to leave the region it's in. Something like llSetStatus(STATUS_SANDBOX, TRUE);. Look up llSetStatus on the wiki, find something that looks like that and put it in your script with FALSE as the second parameter.
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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01-25-2007 06:42
According to the wiki, the sandbox flag puts more restrictions on the movement of the item than just not letting it leave the sim.
I think it even turns physics off, so on a physical vehicle, he would have more wierd things going on.
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