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llSitTarget resets to ZERO_VECTOR and ZERO_ROTATION when object crosses sim boundary?

SR Puff
Future Vulpinist Dictator
Join date: 14 Jul 2005
Posts: 22
10-10-2005 16:34
Hi.

One of the objects I'm working on uses the 'fallingdown' animation with a non-zero sit position and non-zero rotation. Everything works fine until the object crosses a sim boundary, at which point the avatar seated on the object suddenly reverts back to a zero-zero sit position and rotation.

Anyone else experienced this bug before, or is my script just on crack?
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
10-10-2005 16:55
Its a bug introduced with 1.6

Nothing's actually changed, it's just that the generic sit anim's been started.

Try this lil fix:
CODE
moving_start() // runs on sim crossings, too!
{
if( llGetPermissions() & PERMISSION_TRIGGER_ANIMATION) llStopAnimation("sit");
}
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SR Puff
Future Vulpinist Dictator
Join date: 14 Jul 2005
Posts: 22
10-12-2005 08:18
Awesome! That was the problem exactly. Thanks for the quick response!
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
10-12-2005 09:53
I'm not too sure, but i think they fixed it in 1.7, as they have done the mouselook bug finally, but im sitting in a chair set to physics, thats actually a sphere so had to use rotations and all sorts to get it to sit straight and flinging myself back and forth, seems ok so far
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