LlCreateCharacter

De DigiWiki.

(Différences entre les versions)
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caveats=(subject to change)
 
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* You only need to use one llCreateCharacter call per object, calling multiple times has no effect.
 
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* One script can contain an llCreateCharacter call and other scripts can exploit that with other path functions that require it.
 
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* llCreateCharacter status survives state changes, script resets, and rezzing.
 
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* llCreateCharacter is always required for all pathing functions.
 
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* If we have multiple scripts containing llCreateCharacter in the same object nothing untoward happens.
 
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* If multiple scripts use conflicting path functions in the same object (different prims or the same prim) one will take precedence randomly (apparently).
 
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* CHARACTER_DESIRED_SPEED ranges from 0.02 to 50.0.
 
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* CHARACTER_MAX_ANGLAR_ACCEL min = 1.5708
 
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* CHARACTER_RADIUS ranges from 0.1 to 5.0.
 
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* CHARACTER_LENGTH ranges from 0.0 to 10.0.
 
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* <nowiki>[TRAVERSAL_TYPE, TRAVERSAL_TYPE_SLOW | TRAVERSAL_TYPE_FAST | TRAVERSAL_TYPE_NONE] - only use one of these parameters or omit. Defaults to TRAVERSAL_TYPE_NONE to if omitted. This affects whether a character moving on terrain that is less than 100% walkable will move faster (e.g., a cat crossing a street) or slower (e.g., a car driving in a swamp).</nowiki>
 
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* <nowiki>[CHARACTER_TYPE, CHARACTER_TYPE_A | CHARACTER_TYPE_B | CHARACTER_TYPE_C | CHARACTER_TYPE_D | CHARACTER_TYPE_NONE] - only use one of these parameters or omit. Defaults to CHARACTER_TYPE_NONE to if omitted. This determines which of the 4 walkability coefficients the character pays attention to.</nowiki>
 
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* The character's shape is a capsule (cylinder with spherical ends) with a length (from tip to tip) and a circular cross section of some radius. These two size parameters are what is controlled by the CHARACTER_LENGTH and CHARACTER_RADIUS params respectively.
 
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* Note that the character's true "length" cannot be smaller than twice the radius plus 0.1m; however, you're welcome to specify a value lower than that (but more than zero) -- the script shouldn't complain.
 
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* The capsule is usually oriented vertically. Use [CHARACTER_ORIENTATION, HORIZONTAL] if you need your character to be horizontal.
 
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** Use a vertical capsule whenever possible; horizontal capsules may become stuck more easily than vertical capsules.
 
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* Removing the script from a prim will not stop pathing behavior, in the same way that particles and hover text remain. To stop a pathing command use llExecCharacterCmd(CHARACTER_CMD_STOP, []).|
 
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examples=
 
<lsl>
<lsl>
default
default
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     }
     }
}
}
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</lsl>|
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</lsl>
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notes=This function is currently in alpha testing.|
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==Notes==
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also_functions=
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This function is currently in alpha testing.
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==Also==
* [[llCreateCharacter]]
* [[llCreateCharacter]]
* [[llDeleteCharacter]]
* [[llDeleteCharacter]]
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* [[llUpdateCharacter]]
* [[llUpdateCharacter]]
* [[llWanderWithin]]|
* [[llWanderWithin]]|
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also_events=
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==Events==
* [[path_update]]
* [[path_update]]
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}}
 

Version du 17 mars 2012 à 02:57

default
{
    state_entry()
    {
        llCreateCharacter([CHARACTER_DESIRED_SPEED, 50.0]);
    }
 
    touch_start(integer total_number)
    {
        list points = [llGetPos() + <5,0,0>, llGetPos() - <5,0,0>];
        llPatrolPoints(points, []);
    }
}

Notes

This function is currently in alpha testing.

Also

Events

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