CODE
float speed;
vector angular_motor;
key rider;
vector boat_rotation = <0,270,0>;
float fastspeed = 10.0;
float slowspeed = 5.0;
float backspeed = 2.5;
float turnspeed = 1.0;
default
{
state_entry()
{
rotation quat = llEuler2Rot(boat_rotation * DEG_TO_RAD);
llMessageLinked(LINK_ALL_CHILDREN, 0, "stop", NULL_KEY);
llSetSitText("Board");
llStopSound();
llSetTimerEvent(0.0);
speed=0;
llSitTarget(<0.5, -0.5, 0.55>, ZERO_ROTATION);
llSetCameraEyeOffset(<-5.0, 0.0, 2.0>);
llSetCameraAtOffset(<3.0, 0.0, 2.0>);
llSetVehicleType(VEHICLE_TYPE_BOAT);
llSetVehicleFlags(VEHICLE_FLAG_HOVER_UP_ONLY | VEHICLE_FLAG_HOVER_WATER_ONLY);
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// least for forward-back, most friction for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <2, 3, 2> );
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, boat_rotation );
// uniform angular friction (setting it as a scalar rather than a vector)
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 5 );
// linear motor wins after about five seconds, decays after about a minute
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after four seconds, decays in same amount of time
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 );
// hover / float
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0.3);
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY,.5 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1.0 );
// halfway linear deflection with timescale of 3 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 );
// angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 3 );
// somewhat bounscy vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 );
// weak negative damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 3 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, .75 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, quat );
}
link_message(integer sender_num, integer number, string message, key id)
{
if(message == "Rider is")
{
rider = id;
if(id != NULL_KEY)
{
// You sit and are owner so get controls
llSetStatus(STATUS_PHYSICS, TRUE);
llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, TRUE);
llRequestPermissions(rider,PERMISSION_TAKE_CONTROLS);
}
else
{
// You stand so boat stops
llMessageLinked(LINK_ALL_CHILDREN, 0, "stop", NULL_KEY);
llSetStatus(STATUS_PHYSICS, FALSE);
llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z, FALSE);
llReleaseControls();
}
}
}
run_time_permissions(integer perm)
{
if (perm)
{
// Take these controls and lets go
llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE);
llMessageLinked(LINK_ALL_CHILDREN, 0, "start", NULL_KEY);
}
}
control(key id, integer level, integer edge)
{
vector angular_motor;
if(level & CONTROL_FWD)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <20,0,0>);
}
if(level & CONTROL_BACK)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-10,0,0>);
}
if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
{
angular_motor.x += 1000;
angular_motor.z -= 1000;
}
if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
{
angular_motor.x -= 1000;
angular_motor.z += 1000;
}
if(level & (CONTROL_UP))
{
angular_motor.y -= 50;
}
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
}
}