Difference between revisions of "LlEvade"

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{{Pathfinding alpha}}
{{LSL_Function
{{LSL_Function|
|inject-2={{LSL Function/uuid|target|object=*}}
inject-2={{LSL Function/uuid|target|object=*}}|
|func=llEvade
func=llEvade|
|func_desc=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.|
func_desc=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.|
|p1_type=key
p1_type=key|
|p1_name=target
p1_name=target|
|p1_desc= to evade
p1_desc= to evade|
|p2_type=list
p2_type=list|
|p2_subtype=instructions
p2_name=options|
|p2_name=options
p2_desc=No options currently available|
|p2_desc=No options currently available
caveats=*Must use [[llCreateCharacter]] or script will not compile.
|caveats=*Must use [[llCreateCharacter]] or script will not compile.
*Vertical positions specified for any vectors should be chosen to be as close as possible to the actual height of the terrain requested. Large difference between the provided vertical position and the actual terrain/object will result in failure of the behavior.
<!--*Vertical positions specified for any vectors should be chosen to be as close as possible to the actual height of the terrain requested. Large difference between the provided vertical position and the actual terrain/object will result in failure of the behavior.-->
*If the {{LSLP|target}} is an object, it must be unlinked or be the root prim of a linkset.|
*If the {{LSLP|target}} is an object, it must be unlinked or be the root prim of a linkset.
examples=
|examples=
<lsl>
<source lang="lsl2">
vector start_position;
 
default
default
{
{
    on_rez(integer start_param)
    {
        llResetScript();
    }
     state_entry()
     state_entry()
     {
     {
        llDeleteCharacter();
         llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
         llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]);
         //MAX_SPEED is @ 20 by default
 
         start_position = llGetPos();
        llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
    }
    touch_start(integer num_detected)
    {
        llEvade(llDetectedKey(0), []);
        llSetTimerEvent(20.0);
     }
     }


     touch_start(integer total_number)
     timer()
     {
     {
         llEvade(llDetectedKey(0), []);
    //  do not keep running away...
         llSetTimerEvent(0.0);
 
        llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
     }
     }
}
}
</lsl> |
</source>
also_functions=
|also_functions=
* [[llCreateCharacter]]
* [[llCreateCharacter]]
* [[llDeleteCharacter]]
* [[llDeleteCharacter]]
Line 40: Line 59:
* [[llPursue]]
* [[llPursue]]
* [[llUpdateCharacter]]
* [[llUpdateCharacter]]
* [[llWanderWithin]]|
* [[llWanderWithin]]
also_events=
|also_events=
* [[path_update]]
* [[path_update]]
|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.31.262785 | 31/07/2012 ]]
|cat1=Pathfinding
}}
}}

Latest revision as of 00:21, 22 January 2015

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

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>, [] );
    }
}

Deep Notes

History

Date of Release 31/07/2012

Signature

function void llEvade( key target, list options );