Difference between revisions of "LlEvade"
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{{ | {{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= | ||
< | <source lang="lsl2"> | ||
vector start_position; | vector start_position; | ||
Line 47: | Line 47: | ||
} | } | ||
} | } | ||
</ | </source> | ||
also_functions= | |also_functions= | ||
* [[llCreateCharacter]] | * [[llCreateCharacter]] | ||
* [[llDeleteCharacter]] | * [[llDeleteCharacter]] | ||
Line 59: | 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 ]] | |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
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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>, [] );
}
}