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GetAgentSize (trying to use this info)

RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
09-29-2004 02:33
ok been to wiki looked can't figure it out

it seems there must be a reason you can get an avatars height with that cute little thing you get at
the scripting 101 class.

how do you implement the results
I'd like to make the surf animation actually placed on the surface of the vehical

I suspect it needs a conversion llList2String, llList2Integer
or tried



CODE

integer avhieght = size;
llSitTarget(<-0.2, 0.0,avhieght>, <0,0,0,1>);



CODE

vector size;

size = llGetAgentSize(llDetectedKey(0));
llSitTarget(<-0.2, 0.0,size>, <0,0,0,1>);


it seems to compile ok if use ( size.z ) instead of ( size )
but the AV.s feet stick out the bottom
so I guess it's reading that as 0.0
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-29-2004 02:57
agent!=avatar. you will always have bits sticking out since that function returns a bounding box for your collision mask, which is a bunch of spherical radiuses, and not exactly the mesh you see on your screen.
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
09-29-2004 04:32
Ok well is it consistent can I just add 6 inches. When you use that thing from the scripting 101 it always comes up about half a head short.

When I finally got that code to compile using size.z instead of just size thier was a lot more than half a head difference sticking out the bottom of the sled. It seemed more like half of him. So I'm asuming that wasn't reading the info as a number or if it was the number was zero guess I could try zero see if that's the same. to be sure.
Mike Zidane
Registered User
Join date: 10 Apr 2004
Posts: 255
09-29-2004 06:58
Tryin' to deal with this myself.

The biggest part of the problem for me is that height is affected by your shoes, and your legs, and your torso.

So try finding the mouth while you are sitting..... ::sigh::

I'm also open to suggestions on this.
Archanox Underthorn
Registered User
Join date: 20 May 2003
Posts: 168
09-29-2004 08:01
Really the best thing you can do(as far as I know, correct me if I'm wrong) is find the height of the mouth at the shortest and tallest, and position in the middle of that, it wont always be right on, but at least it wont be completely whacked out (most of the time).
RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
06-14-2005 09:26
Finally found a way to fix the problem of tall av's feet sticking out through the botton of the tobaggons I make .I added a notecard where you can adjust it yourself, a tall av needs a 1 on it an av like mine needs a 0.5 on it. so now anyone who can edit a notecard can look like there surfing on the tobagon instead of being merged with it like a bad teleport accident.
Zindorf Yossarian
Master of Disaster
Join date: 9 Mar 2004
Posts: 160
06-16-2005 16:50
From: Archanox Underthorn
Really the best thing you can do(as far as I know, correct me if I'm wrong) is find the height of the mouth at the shortest and tallest, and position in the middle of that, it wont always be right on, but at least it wont be completely whacked out (most of the time).


I wouldn't take a middle number. Almost everyone's AV is extremely tall, so you want to head toward that end of the spectrum. Also, everyone with a short AV is really short. So maybe you could make two versions. Or have a manual adjuster.
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RacerX Gullwing
Magic Rabbit
Join date: 18 Jun 2004
Posts: 371
06-18-2005 03:34
well yes it is manual its on a Note card the owner can adjust the mesurment himsel I had t