Difference between revisions of "LlFleeFrom"

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m
m (Replaced <source> with <syntaxhighlight>; added haiku, generated with the Poem Generator)
 
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* If you want to avoid an agent or object as per the example below, it's much more elegant and less sim resource intensive to use [[llEvade]] instead.
* If you want to avoid an agent or object as per the example below, it's much more elegant and less sim resource intensive to use [[llEvade]] instead.
|examples=
|examples=
<source lang="lsl2">
<syntaxhighlight lang="lsl2">
vector last_touched_pos;
vector last_touched_pos;
key last_touched_key;
key last_touched_key;
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     }
     }
}
}
</source>  
</syntaxhighlight>  
|notes= The position vector can be set outside the current region by using extended range region coordinates: e.g., to avoid the SE corner of the region to the East of the current one, you could <source lang="lsl2">llFleeFrom(<0.0, 512.0, 0.0>, 20.0, []);</source>
|notes= The position vector can be set outside the current region by using extended range region coordinates: e.g., to avoid the SE corner of the region to the East of the current one, you could <syntaxhighlight lang="lsl2">llFleeFrom(<0.0, 512.0, 0.0>, 20.0, []);</syntaxhighlight>
|also_functions=
|also_functions=
* [[llCreateCharacter]]
* [[llCreateCharacter]]
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|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.31.262785 | 31/07/2012 ]]
|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.31.262785 | 31/07/2012 ]]
|cat1=Pathfinding
|cat1=Pathfinding
|haiku={{Haiku|Alarming nighttime|A bitter, enemy flees|before the vector}}
}}
}}

Latest revision as of 12:01, 17 April 2022

Summary

Function: llFleeFrom( vector position, float distance, list options );

Directs a character to keep a specific distance from a specific position in the region or adjacent regions.

• vector position position in region coordinates from which to flee.
• float distance Distance in meters to flee from position.
• list options No options available at this time.

Caveats

  • Must use llCreateCharacter or script won't compile.
  • The position to flee from must be near the nav mesh; otherwise, this behavior will fail and trigger path update with PU_FAILURE_INVALID_GOAL.
  • If you want to avoid an agent or object as per the example below, it's much more elegant and less sim resource intensive to use llEvade instead.
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Examples

vector last_touched_pos;
key last_touched_key;

default
{
    state_entry()
    {
        llCreateCharacter([CHARACTER_DESIRED_SPEED, 50.0]);
    }

    touch_start(integer total_number)
    {
	last_touched_key = llDetectedKey(0);
	last_touched_pos = llDetectedPos(0);
	llFleeFrom(last_touched_pos, 10, []);
	llSetTimerEvent(0.2);
    }
	
    timer()
    {
	vector last_touched_pos_now = llList2Vector(llGetObjectDetails(last_touched_key, [OBJECT_POS]), 0);
	if ( llVecDist(last_touched_pos, last_touched_pos_now) > 1 )
	{
	    last_touched_pos = last_touched_pos_now;
	    llFleeFrom(last_touched_pos, 10, []);
	}
    }
}

Notes

The position vector can be set outside the current region by using extended range region coordinates: e.g., to avoid the SE corner of the region to the East of the current one, you could
llFleeFrom(<0.0, 512.0, 0.0>, 20.0, []);

Deep Notes

History

Date of Release 31/07/2012

Search JIRA for related Issues

Signature

function void llFleeFrom( vector position, float distance, list options );

Haiku

Alarming nighttime
A bitter, enemy flees
before the vector