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Alexio Gable
Registered User
Join date: 26 Mar 2006
Posts: 14
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04-17-2006 11:49
Anyone know how people do this? I've seen two people now with a script that makes em go really fast just running or walking. Anyone know how they make themselves do it?
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Vilkacis Mason
Registered User
Join date: 30 Aug 2005
Posts: 49
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04-17-2006 17:18
I use llApplyImpulse() on an attached object set to physics.
I notice a bug with this. I have to set the object physical while NOT attached to me, then reset the script. Then I can attach the object while it's in-world (using the 'wear' option) and then it will work properly again.
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Merlin Alphabeta
Registered User
Join date: 12 Feb 2006
Posts: 83
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04-19-2006 06:41
There's also a bug right now.
Fly into the air. fall far enough to fall down when you touch. In the instant before you make contact with the ground hit the fly button - the goal is to engage flying but still hit the ground - if you do so you'll be "flying" (the fly button will be depressed) but standing on the ground. Now you move as fast as flying while walking. You can't go up even the tiniest uphill (experimenting with prims, a 30 degree ramp seems about the maximum ramp you can go on)
Now want to have some fun? while running forward start turning - you'll "fall" up into the air. Hold down forward and the turn button and you'll keep falling through the sky - but rising in altitude.
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Moriash Moreau
Registered User
Join date: 1 Jan 2005
Posts: 39
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04-19-2006 11:14
One word of warning about another vexing bug, if you intend to work with physical forces/impulses in attachments: The forces and impulses, for some reason, stop working if you edit the script while wearing the attachment. It took me forever to figure out that this was happening. If you edit and save/recompile, the script will tick along just fine, but the impulses and forces simply won't work to any noticeable effect. You'll need to either detach or drop the object, then re-attach it. Then it'll work fine. Not a problem once the scripting is done, but it's maddening when you're in development.
Also note that attachments, especially HUDs, can freeze and/or ignore interations after rapid sim crossings using such scripts. This is a problem if you're zipping along at 30 m/s and the script decides to refuse to turn off when ordered. Nothing to do about it (often you can't even detach them). Just be aware of the problem, I guess.
And, of course, you'll be subject to the same irritating bugs you'd have in fast moving vehicles. Your rapidly walking av is quite happy to fall through the road, just like your new prim sports car. I've had this happen at speeds as low as 8 to 10 m/s, which is slower even than normal flight.
So, good luck, I guess.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-19-2006 11:36
I've fallen through the road on top of the great wall just walking, not using any boosting scripts or even running, and I've had the "floating" problem just walking across a sim border. So I don't think there's anything special about these scripts (or vehicles) that triggers it, it's purely a bug in the SL physics model that's just more obvious and common at higher speeds.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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04-19-2006 11:40
From: Moriash Moreau One word of warning about another vexing bug, if you intend to work with physical forces/impulses in attachments: The forces and impulses, for some reason, stop working if you edit the script while wearing the attachment. It took me forever to figure out that this was happening. If you edit and save/recompile, the script will tick along just fine, but the impulses and forces simply won't work to any noticeable effect. You'll need to either detach or drop the object, then re-attach it. Then it'll work fine. Not a problem once the scripting is done, but it's maddening when you're in development. Yes, I noticed this recently when working on a flight attachment I'd not worked on for a while. I'm pretty sure it's a new thing. I spent a long time swearing at it and shouting "WHY??? WHY ARE YOU NOT WORKING?????" at the screen. In fact you've just reminded me to bug report it.
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Vilkacis Mason
Registered User
Join date: 30 Aug 2005
Posts: 49
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04-19-2006 12:49
From: Moriash Moreau Your rapidly walking av is quite happy to fall through the road, just like your new prim sports car. At the higher settings of my odd run-script, you can completely clip through walls.
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