yea so you create a shere around you as you walk through a 3d feild of prims. then they return to their origin.
heres the script // <span style=”display: inline”>For Keystone Bouchard.
http://www.archsl.wordpress.com for an installation on Architecture Island, September 2007. Scripted by Fumon Kubo</span>
//Shared under Creative Commons Attribution-Share Alike 3.0 License
//Settings
//~Range in metres.
float range = 2.0;
//~Time in seconds for up tick.
float time = 0.001;
//~Time in seconds for down tick.
float downTime = 1.0;
//~Direction and distance (offset from origin when sense).
vector direction = <1.0,0.0,0.0>;
//~Local (TRUE or FALSE)
integer local = FALSE;
//Don't change bast here.
integer currentNum;
integer numMoves;
default {
state_entry() {
currentNum = 0;
numMoves = 0;
llSensorRepeat("", NULL_KEY, AGENT, range, PI, 0.25);
}
on_rez(integer ds){
currentNum = 0;
numMoves = 0;
}
sensor(integer num){
if(!currentNum){
currentNum = num;
llSetTimerEvent(time);
}
}
no_sensor(){
if(currentNum){
currentNum = FALSE;
llSetTimerEvent(downTime);
}
}
timer(){
if(currentNum){
if(local){
llSetPos(llGetPos() + (direction * llGetRot()));
}
else{
llSetPos(llGetPos() + direction);
}
numMoves++;
}
else if(numMoves > 0){
if(local){
llSetPos(llGetPos() - (direction * llGetRot()));
}
else{
llSetPos(llGetPos() - direction);
}
numMoves = numMoves - 1;
}
else if(numMoves == 0){
llSetTimerEvent(0.0);
}
}
}
as you cansee the direction and distance is vector based. im not sure how to make that based on avatar position.
thanks and sorry for bugging you