Difference between revisions of "LlMoveToTarget"

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default
default
{
{
     state_entry() //i use for this example a "state_entry", so the item move the first second you rez it, but if needed you can change it with something else like "touch_start", it's will move only if you click on it, the alternative of "stat_entry" is "on_rez", the item will move only if rezzed, and now directly when the script will be compiled
     state_entry() //i use for this example a "state_entry", so the item move the first second you  
                  //rez it, but if needed you can change it with something else like "touch_start",
                  //it's will move only if you click on it, the alternative of "stat_entry" is
                  //"on_rez", the item will move only if rezzed, and now directly when the script
                  // will be compiled
     {
     {
         llSetStatus(STATUS_PHYSICS | STATUS_PHANTOM, TRUE); // of course llSetStatus must be used with physic (we move the item, and phantom, it's not needed, but better if the object must don't collide with something on his way. Also, it's physic, so be carefull, only 31 prims for an item allowed.
         llSetStatus(STATUS_PHYSICS | STATUS_PHANTOM, TRUE); // of course llSetStatus must be used  
         llMoveToTarget(<53.654,199.364,502.542>, 10); // this is waht we want the llMoveToTarget, will move the item to the axes X,Y,Z localy on the curent sim where is the prim, in the 10 on this exampel is the speed, actually, the item will move slowly
// with physic (we move the item, and phantom, it's not needed, but better if the object must  
// don't collide with something on his way. Also, it's physic, so be carefull, only 31 prims  
// for an item allowed.
         llMoveToTarget(<53.654,199.364,502.542>, 10); // this is waht we want the llMoveToTarget,  
// will move the item to the axes X,Y,Z localy on the curent sim where is the prim, in the 10  
// on this exampel is the speed, actually, the item will move slowly
     }
     }
}
}

Revision as of 18:00, 3 March 2007

Summary

Function: llMoveToTarget( vector target, float tau );

Critically damp to target in tau seconds (if the script is physical)

• vector target
• float tau seconds to critically damp in

To stop the object from maintaining the target positions use llStopMoveToTarget
To change the rotation in the same manner use llLookAt or llRotLookAt.

Examples

Will Move your object to a position
// script created by SpiritWolf Chikuwa
//
// /!\ PUBLIC DOMAIN /!\
// You can Copy/Mod/Trans 
// Please, do not resell this script and give it full perm
// Just please leave this header intact
//
// Minor changes: (insert your name here and delete this comment if you do any mod of this script, thank you)
//
// Script start here:

default
{
    state_entry() //i use for this example a "state_entry", so the item move the first second you 
                  //rez it, but if needed you can change it with something else like "touch_start",
                  //it's will move only if you click on it, the alternative of "stat_entry" is
                  //"on_rez", the item will move only if rezzed, and now directly when the script
                  // will be compiled
    {
        llSetStatus(STATUS_PHYSICS | STATUS_PHANTOM, TRUE); // of course llSetStatus must be used 
// with physic (we move the item, and phantom, it's not needed, but better if the object must 
// don't collide with something on his way. Also, it's physic, so be carefull, only 31 prims 
// for an item allowed.
        llMoveToTarget(<53.654,199.364,502.542>, 10); // this is waht we want the llMoveToTarget, 
// will move the item to the axes X,Y,Z localy on the curent sim where is the prim, in the 10 
// on this exampel is the speed, actually, the item will move slowly
    }
}

Deep Notes

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Signature

function void llMoveToTarget( vector target, float tau );