How to push an avatar *OMG NOT WHAT YOU THINK ;)*
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Ginge Reymont
Registered User
Join date: 10 Oct 2005
Posts: 190
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07-05-2006 02:26
Im looking at making a really interesting avatar elevator which will push an avatar up a tube to the next level, although every attempt i make the elevator cant push the avatar enough to make it go up.
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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07-05-2006 02:43
im not touching this one..
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Ginge Reymont
Registered User
Join date: 10 Oct 2005
Posts: 190
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07-05-2006 04:22
Is there anyway you could stop the falling animation while pushing them up?
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Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
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07-05-2006 06:01
The Future has something almost exactly like that. The falling animation is still used, but I suspect a simple override could be done with a permissions request.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-05-2006 10:57
I tried to do this once, and my conclusion was that it's very difficult to pull off. Seifert got a system working in The Future, but it's for high speed situations, and I'm pretty sure that slow, smooth movement done entirely with llPushObject isn't possible.
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
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07-05-2006 12:09
Perhaps have the avatar stand on a full alpha platform in the tube with llSetForce on the platform along with status_rotate_X and _Y set to false. Also perhaps turn off collision sounds and sprites.
It would be more of a smoke and mirrors approach than directly pushing the av, but it would get around the distance attenuation problem common to llPushObject solutions that don't cube the push force by the radius to the av. In this case, the av triggers a running anim in period proportional to the speed of the elevator unit. Then have the elevator simply llDie once the av steps off at the proper floor.
I'm braindead and writing in awkward sentences, but the idea is there. =)
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CrazyMonkey Feaver
Monkey Guy
Join date: 1 Jul 2003
Posts: 201
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07-05-2006 15:59
Ive done something like this before, I caused a av to float in place. Basically it can't be done in a very nice way. Thats why you've never seen one. Something to keep in mind, the force is linked to the objects size(prim volume), and the distance between the prim and the AV.
If you insist on this, Id do it this way, make the prim be directly under the av standing on it. Make prims in the tube go phantom or solid based on the floor you want them to go to. Kick then up and when they hit the top, make the floor prim go solid. You'd need to be quick and I would'nt expect it to be 100% prefect.
If you want it to be slow and steady, good luck. You'll need a bunch of push prims not too far from the av.... Maybe if the push prim followed the av? Not impossible, but nearly so ;p
-- and of course Kage'd idea of faking it works best.
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Johnny Mann
Registered User
Join date: 1 Oct 2005
Posts: 202
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07-06-2006 07:30
Just as a question:
What would be so bad about a invisible base using llSetPos? Why do you need a push script for this?
Push is fun for elevators, tubes, etc but the end result generally isnt really that cool and seems that every push gives different results because the avatar being pushed moves and that changes the outcome.
Have you thought of using a physical object that has a predetermined destination?
Just givin ya extra info/ideas that may give you better results and less set up.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-06-2006 10:50
From: Kage Seraph Perhaps have the avatar stand on a full alpha platform in the tube with llSetForce on the platform along with status_rotate_X and _Y set to false. Also perhaps turn off collision sounds and sprites. I made a jetson-like elevator in Suffugium (look in the big black holoball arena, the spectator area elevators). You just walk in, it rezzes an invisible box under you, and then it lifts you up slowly. It was incredibly difficult to get it right, and it's prone to error and confusion. Still, it's kinda nifty and I think it's probably the closest it's possible to get to what the original poster wants.
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Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
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07-06-2006 11:16
From: Lex Neva I made a jetson-like elevator in Suffugium (look in the big black holoball arena, the spectator area elevators). You just walk in, it rezzes an invisible box under you, and then it lifts you up slowly. It was incredibly difficult to get it right, and it's prone to error and confusion. Still, it's kinda nifty and I think it's probably the closest it's possible to get to what the original poster wants. So THAT'S how that elevator works.. Interesting. I've been working on a very basic push elevator, but I hven't gotten very far...
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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07-06-2006 16:44
Johnny Mann wrote: From: someone What would be so bad about a invisible base using llSetPos? Why do you need a push script for this? The av would need to sit on it, otherwise it will go through the av. Push is using physical Havok engine and might work better with the later Havok versions.
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