Difference between revisions of "LlEvade"

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m (Removed two extra closing-brackets.)
(Corrected example script which had syntax errors. Not tested.)
Line 30: Line 30:


         start_position = llGetPos();
         start_position = llGetPos();
         llWanderWithin(start_position, <10.0, 10.0, 2.0>, [])
         llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
     }
     }
   
   
Line 44: Line 44:
         llSetTimerEvent(0.0);
         llSetTimerEvent(0.0);


         llWanderWithin(start_position, <10.0, 10.0, 2.0>, [])
         llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
     }
     }
}
}

Revision as of 11:52, 16 December 2012

Summary

Function: llEvade( key target, list options );

Characters will (roughly) try to hide from their pursuers if there is a good hiding spot along their fleeing path. Hiding means no direct line of sight from the head of the character (center of the top of its physics bounding box) to the head of its pursuer and no direct path between the two on the navmesh.

• key target group, avatar or object UUID to evade
• list options No options currently available

Caveats

  • Must use llCreateCharacter or script will not compile.
  • If the target is an object, it must be unlinked or be the root prim of a linkset.

Examples

<lsl> vector start_position;

default {

   on_rez(integer start_param)
   {
       llResetScript();
   }
   state_entry()
   {
       llDeleteCharacter();
       llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
       start_position = llGetPos();
       llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
   }

   touch_start(integer num_detected)
   {
       llEvade(llDetectedKey(0), []);
       llSetTimerEvent(20.0);
   }
   timer()
   {
   //  do not keep running away...
       llSetTimerEvent(0.0);
       llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
   }

}

</lsl>

Deep Notes

Signature

function void llEvade( key target, list options );