Difference between revisions of "VEHICLE TYPE BOAT"

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(Add description about default settings.)
(Changed <lsl> tags to <source> tags so the example code displays properly)
 
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===Effects===
===Effects===
Setting the vehicle type to boat enables the vehicle system and additionally has the same effect of executing the following:
Setting the vehicle type to boat enables the vehicle system and additionally has the same effect of executing the following:
<lsl>
<source lang="lsl2">
// least for forward-back, most friction for up-down
// least for forward-back, most friction for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 3, 2> );
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 3, 2> );
Line 50: Line 50:
     | VEHICLE_FLAG_HOVER_UP_ONLY
     | VEHICLE_FLAG_HOVER_UP_ONLY
     | VEHICLE_FLAG_LIMIT_MOTOR_UP );
     | VEHICLE_FLAG_LIMIT_MOTOR_UP );
</lsl>
</source>
|constants={{!}} {{LSL Constants/Vehicle Types}}
|constants={{!}} {{LSL Constants/Vehicle Types}}
|functions={{LSL DefineRow||[[llSetVehicleType]]}}
|functions={{LSL DefineRow||[[llSetVehicleType]]}}
|events
|events
|articles
|articles
|cat1=Vehicle
|cat1=Vehicle/Types
|cat2
|cat2
|cat3
|cat3
|cat4
|cat4
}}
}}

Latest revision as of 15:24, 23 January 2015

Description

Constant: integer VEHICLE_TYPE_BOAT = 3;

The integer constant VEHICLE_TYPE_BOAT has the value 3

Hovers over water with lots of friction and some anglar deflection.

Effects

Setting the vehicle type to boat enables the vehicle system and additionally has the same effect of executing the following:

// least for forward-back, most friction for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 3, 2> );
// uniform angular friction (setting it as a scalar rather than a vector)
llSetVehicleFloatParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, 10 );
// linear motor wins after about five seconds, decays after about a minute
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after four seconds, decays in same amount of time
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 4 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 4 );
// hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 2.0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 1 );
// halfway linear deflection with timescale of 3 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 3 );
// angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 5 );
// somewhat bounscy vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 5 );
// weak negative damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.3 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 0.8 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_TERRAIN_ONLY
    | VEHICLE_FLAG_LIMIT_ROLL_ONLY
    | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// set these flags
llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
    | VEHICLE_FLAG_HOVER_WATER_ONLY
    | VEHICLE_FLAG_HOVER_UP_ONLY
    | VEHICLE_FLAG_LIMIT_MOTOR_UP );

Related Articles

Constants

Flags Description
VEHICLE_TYPE_NONE 0 Turns off vehicle support
VEHICLE_TYPE_SLED 1 Simple vehicle that bumps along the ground, and likes to move along its local x-axis
VEHICLE_TYPE_CAR 2 Vehicle that bounces along the ground but needs the motors to be driven from external controls or timer events
VEHICLE_TYPE_BOAT 3 Hovers over water with lots of friction and some angular deflection
VEHICLE_TYPE_AIRPLANE 4 Uses linear deflection for lift, no hover, and banking to turn
VEHICLE_TYPE_BALLOON 5 Hover, and friction, but no deflection

Functions

•  llSetVehicleType

Deep Notes

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Signature

integer VEHICLE_TYPE_BOAT = 3;