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land_collision not registering normally

Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-21-2004 02:23
Is anyone else having problems with land_collision()? Especially when used within attachments. Since the last patch (or possibly the previous one), I seem to be receiving considerably fewer (sometimes none at all) land_collision() events.
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
10-21-2004 03:00
Yes, either verly slow to fire (up to nintey seconds) or just never happens.
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-21-2004 07:15
OK, glad to see it's not just me. Unfortunately that has pretty much broken every parachute in SL. I bugged it. Hopefully LL will fix it in the next dot rev. So anybody having problems with their parachutes not closing when then hit the ground, this is the reason why... (bug it with LL)
Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
10-21-2004 07:23
Do you really need a land collision event for such a thing? Couldn't the same be accomplished using a call of llGround to determine the height of the ground, and then derez the parachute when the av's position and the ground are relatively close? By throwing in llGetAgentSize, it would be just as effective without requiring collision events. Wouldn't it? Maybe I'm missing something.
Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-21-2004 07:32
It could be done that way. But not really the point here. It was working for a long time and then LL made a change somewhere that broke it. And it isn't just the chutes, I have vehicles that rely on land_collision() to deploy landing gear properly.
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
10-21-2004 11:17
A collision detection would be better, since it's an even handler. It does nothing until the event fires. To use the ground height, you would have to be continuously polling the ground height in a time to see how far you are from it. If a parachute was already doing that to display altitude from the ground on a altimiter, then tapping into it wouldn't cause any further slowness in the script.
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-21-2004 11:24
Right, but the thing is - I have literally hundreds of these in the field. land_collision() needs to be fixed.
Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
10-21-2004 13:48
Yep. I've had problems with land_collision too. It usually doesn't detect a collision, even at high speed nose-down into the ground. Other times, it detects a collision even though it's dozens of meters above the ground. It's b0rked.

I tried to use land_collision in my latest plane, but had to drop the feature b/c it just didn't ever work.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-21-2004 16:06
Has anyone actually bug reported this recently?
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
10-21-2004 16:33
I did when I noticed it say a month ago. not since. land_collision_start still seams to work. only difference is it doesn't keep firing while the object is in contact with the ground. just when it starts being in contact with the ground.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
10-22-2004 00:01
I fired off several dozen clay pigeons last night set to delete themselves when a land_collision_start() event occurred. I think all of them deleted properly.
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Catfart Grayson
Registered User
Join date: 16 May 2004
Posts: 264
10-22-2004 07:10
I posted a bug report on this at the begining of october I think. It start after the latest version.
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
12-09-2004 05:28
This is still broke 3 revisions later. Bugs have been filed. It is not in 1.5.8. What now? :mad:
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-13-2004 03:36
I don't get why this keeps breaking.

Anotther thing I've noticed is that llGround() lies in some places. Notably in the sandbox sims (I've got some pics of a tests I did I'll post later if there's interest) but also in other places around SL as well.

Its so very strange that the event fails to trigger when the object is happily rolling around on the ground - meaning the sim does seem aware of the contact. Vewwy stwange.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-13-2004 23:40
How is llGround() lying? I've been getting some anomolous results in a recent mapping project, but I think they're just an artifact from my communications system.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-14-2004 07:32
I was going nuts trying to understand what I'd done wrong on a robot script. On occasion it would pop up way into the air as part of its ground avoidance routine. After a bit I figured out that llGround() was giving me bad results. Here's some pics of the tests I did. I had one that placed every twenty meters on a grid over the whole sim, and that prim would change it's Z value to llGround() + 0.25 meters.
I had another that would rez prims on a 0.5 meter grid, and the prims would place themselves right where llGround() said to go.

Here's the resuts:
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-14-2004 10:03
remember, llground takes an offset vector.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-14-2004 15:54
From: Rickard Roentgen
remember, llground takes an offset vector.



Right, so that's <0,0,0> to get the ground height under the prim, yes?
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
12-14-2004 17:37
yep
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-14-2004 21:07
Well, I ran the same test again today and the prims did as they should have. Either whatever the problem was is fixed, or my original script (which I could not find, so I wrote a new one) was giving llGround a nonzero offset or I had done something else equally wierd.

Either way, my point's now totally moot. :o
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
12-15-2004 00:36
Have you bugged the llGround() issue? It sounds like it may be linked to the land_collision() problem. Thanks.