Pathfinding Cookbook

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Hunting Animal

Wanders looking for specific prey and pursues when prey is spotted.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Grazing Animal

Wanders pauses and eat, wanders, repeat.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Grazing Prey Animal

Wanders and pauses to eat, run a short distance when approached (skittish), runs further and hides from specific predator.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Dragonfly

Moves along designated path, lingers by designated waypoint and moves to next random waypoint.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Fairy

Wanders about (flying) looking for flowers, lingers by flowers, runs and hides from agents.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Sentient Treasure Chest

Treasure chest with legs. Sleeps, but runs and hides if anyone approaches.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Rat

Wanders about a specified area, flees and hides if an agent approaches.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Snake

Wanders about an area, includes special movement example.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Mount

Build a character that can be ridden with race example.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Dog

Wanders about, chooses random agent, follows agent for a period, then wanders off, if no agents found sleeps.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Cat

Wanders about, chooses random agent, lingers by agent, then wanders again, if no agents found sleeps.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Hopping Scarecrow

Wanders about hopping and approaches random people, lingers and moves on.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Treetop Birds

Birds that move between treetops at random intervals.

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>

Vulture

Birds that glide about on thermals

<lsl> default { state_entry() {

   	llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
   	//script being tested/refined, coming soon

} } </lsl>