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Vehicle mouslook steer conflicts

Sekker Thirroul
Registered User
Join date: 27 Aug 2006
Posts: 28
02-01-2008 13:20
Hi I'm makeing a vehicle, I want it to drive in mouselook but also have a mouselook turret that a second person can use, Bouth work find independently BUT the vehicle trys to turn to the turrets mouselook as well as the pilots.

Can this be fixed? it realy a case of geting one script to only key to the pilot and oen only to get gunner but I can't figure out how to do that.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-01-2008 15:03
I would think the solution would be to only request permission from the avatar sitting in a specific position. instead of trying to take controls from all avatars

the trick would be to request permissions based on llAvatarOnSitTarget() in the prim that either the pilot or gunner sits on. then only request pilot controls if they are on the pilot seat, or gunner controls if they are in the gunner seat... this may mean you have to put the control scripts in the child prims that the seat is in.
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Sekker Thirroul
Registered User
Join date: 27 Aug 2006
Posts: 28
02-02-2008 08:49
thats what I thought at first too, so I have the turret keying and requesting from only the gunner ect. I think the problem is in the vehicle system itself, it seems like even though the respective permissions were asked by different scripts in different linked parts once the vehicle physics is active it trys to turn to anyone who is has given permissions to the 'object' altogether. If anyone's came across this in practice and found a way around it could you let me know.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-02-2008 13:30
there may be a workaround in the area of double requesting controlss, but not having played with it, I'm not sure. perhaps this link will help (or maybe just confuse you more)
http://lslwiki.net/lslwiki/wakka.php?wakka=lltakecontrols
the section on taking complete control...
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
03-01-2008 09:46
I am running into this same exact problem.

I have a vehicle which holds a pilot and a passenger. It works great when there is no passenger, mouselook works fine and is fun. With a passenger, mouselook steering does not work as expected. When the passenger is in mouselook, they have as much control over the steering as the pilot does, which results in a short crazy ride before running into something. Even when the passenger is *not* in mouselook, I have found the pilot has a lot more difficulty when using mouselook to steer.

I am wondering if this is a bug in LSL or the vehicle implementation? There is no way to specifically take controls for mouselook (there is the mouselook left button click, but not the mouselook camera movements). So perhaps the vehicle is trying to match mouselook_steer function to every 'camera' it finds on board?

Or does taking controls for control_ml_lbutton imply that you have taken mouselook control as well? Personally I don't think it does, because the vehicle documentation for mouselook doesn't mention you 'need' the control_ml_lbutton control to use mouselook steering.

Any more suggestions or comments would be greatly appreciated!

-Atashi
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Orval Frog
Registered User
Join date: 23 May 2008
Posts: 2
05-26-2008 22:11
has anyone come up with a good fix for this problem yet?
Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
05-27-2008 08:03
This is because the two linked vehicles are conflicting with eachother, one cannot have multiple physically jointed objects as of yet, so you would need to use a different implementation of the turret. Use non-physical rotation for the turret, use a combination of llSetRot and llGetCameraRot with the camera tracking permissions from the gunner.
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Orval Frog
Registered User
Join date: 23 May 2008
Posts: 2
05-27-2008 17:26
interesting, do you know of something that has an example of this type of control?