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Pets with more then 32 prims

Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
07-13-2006 17:04
how could you go about doing this with a flying pet?
i cant figure out the scriptng without physics
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
07-13-2006 17:25
/54/65/85562/1.html

non-physical movement of full linked set, so up to 250 prims or so...
Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
07-14-2006 09:29
but thats for a vehicle
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
07-14-2006 09:56
Monkey, learn that sometimes the code you're looking at is for one thing but ACCOMPLISHES what you need.
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
07-14-2006 10:08
From: Monkey Edge
but thats for a vehicle

Well, it's originally made for non-physical object driven through player input from their keyboard/mouse.

Depending on what sort of pet you have in mind, it can either be used as it is (if you are thinking of pet like flying dragon the player could ride) ... or the input functions will have to be replaced with something that scans for position of owner then calculates and sets the course for pet accordingly, if it's supposed to follow the owner or whatever ^^;
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
07-14-2006 10:22
Surely, a pet can have any number of prims depending on what you allow him or her to wear... :p
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
07-16-2006 07:45
i want it to be a pet that follows me, not that i can ride
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What do today what you can put off till tommorrow
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
07-16-2006 09:00
/54/fc/29116/1.html then ^^

you can mix it with the non-physical movement script for smoother movement, or use it as stand-alone.
Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
07-16-2006 13:45
did you even read the first post?

it over 32 prims so i cant use physics, kinda the point of this topic
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
07-16-2006 14:00
From: Monkey Edge
did you even read the first post?

Sorry, thought it's not _that_ difficult to replace MoveToTarget() with SetPos() :< ... here's spelt out version of what you're after:

/54/22/29146/1.html
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
07-17-2006 07:09
From: Monkey Edge
did you even read the first post?

it over 32 prims so i cant use physics, kinda the point of this topic


Monkey, it sounds like you're not after help so much as someone to write the script and hand it to you as a completed work. Most of the people in this forum are scripters, so when someone asks a question giving them all the pieces they need and leaving them to tie it all together is exactly what is needed. You'll get a lot of good advice from this forum but if you come in, don't search past posts, and get upset when you aren't instantly given a script people will soon be disinclined to help you.
Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
07-22-2006 20:34
im not asking for a script, i myself am a scriptor, but when someone suggests physics when i said i cant cause im over 32 prims kinda is annoying, also the other thing i was givin was a vehicle script and im no good with vehicles and i dont know what use it is to me

Edit: thanks Joannah Cramer
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Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
07-23-2006 12:38
From: Monkey Edge
im not asking for a script, i myself am a scriptor, but when someone suggests physics when i said i cant cause im over 32 prims kinda is annoying, also the other thing i was givin was a vehicle script and im no good with vehicles and i dont know what use it is to me

Edit: thanks Joannah Cramer


non-physical vehicles move and pets move. :eek:
All you need is the movement section of those scripts.
The rest would be usless for the pet. So ignore it and cut out the movement section and throw it in the events where the pet would move.
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