Difference between revisions of "LlGroundRepel"

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m (clarified minimum height)
m
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{{LSL_Function/physical}}{{LSL_Function/damping|tau}}{{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/physical}}
{{LSL_Function/damping|tau}}
|func=llGroundRepel
|func=llGroundRepel
|func_id=230|func_sleep=0.0|func_energy=10.0
|func_id=230|func_sleep=0.0|func_energy=10.0
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|p3_type=float|p3_name=tau
|p3_type=float|p3_name=tau
|func_footnote=Do not use with vehicles.
|func_footnote=Do not use with vehicles.
|func_desc=Critically damps to '''height''' if within '''height'''*0.5 of ground or water level (which ever is higher)
|func_desc=Critically damps to {{LSLP|height}} if within <code>{{LSLPT|height}}*0.5</code> of ground or water level (which ever is higher)
|return_text
|return_text
|spec
|spec

Revision as of 13:02, 10 June 2012

Summary

Function: llGroundRepel( float height, integer water, float tau );
0.0 Forced Delay
10.0 Energy

Critically damps to height if within height*0.5 of ground or water level (which ever is higher)

• float height Distance above the ground
• integer water boolean, if TRUE then hover above water too.
• float tau seconds to critically damp in

Do not use with vehicles.

Caveats

Examples

<lsl>default {

   state_entry()
   {
       llSetStatus(STATUS_PHYSICS, TRUE);
       llGroundRepel(0.5, TRUE, 0.2); // In a 1/2 meter cube this is roughly the minimum height for any noticeable effect.
       // to
       llGroundRepel(4096.0, TRUE, 0.2); // There is no restrictive maximum.
       // However as the prim reaches 4096 meters (bear in mind the prim height will be (float height + ground height))
       // it will be too high to be allowed to exist.
   }
}// This is actually a remarkably fast way to go straight up!!</lsl>

See Also

Functions

•  llSetHoverHeight Same as llGroundRepel but without the height condition
•  llStopHover To stop hovering

Deep Notes

Signature

function void llGroundRepel( float height, integer water, float tau );