Difference between revisions of "VEHICLE TYPE CAR/ja"
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===効果{{Anchor|Effects}}=== | ===効果{{Anchor|Effects}}=== | ||
乗物タイプを car (自動車) に設定すると乗物モードが有効になり、かつ以下を実行したのと同じ効果が得られます: | 乗物タイプを car (自動車) に設定すると乗物モードが有効になり、かつ以下を実行したのと同じ効果が得られます: | ||
< | <source lang="lsl2"> | ||
// most friction for left-right, least for up-down | // most friction for left-right, least for up-down | ||
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> ); | llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> ); | ||
Line 50: | Line 50: | ||
| VEHICLE_FLAG_HOVER_UP_ONLY | | VEHICLE_FLAG_HOVER_UP_ONLY | ||
| VEHICLE_FLAG_LIMIT_MOTOR_UP ); | | VEHICLE_FLAG_LIMIT_MOTOR_UP ); | ||
</ | </source> | ||
|constants={{!}} {{LSL Constants/Vehicle Types/ja}} | |constants={{!}} {{LSL Constants/Vehicle Types/ja}} | ||
|functions={{LSL DefineRow||{{LSLG/ja|llSetVehicleType}}|}} | |functions={{LSL DefineRow||{{LSLG/ja|llSetVehicleType}}|}} |
Latest revision as of 14:51, 25 February 2016
LSL ポータル | 関数 | イベント | 型 | 演算子 | 定数 | 実行制御 | スクリプトライブラリ | カテゴリ別スクリプトライブラリ | チュートリアル |
解説
定数: integer VEHICLE_TYPE_CAR = 2;integer 定数 VEHICLE_TYPE_CAR の値は 2 です。
自動車。地面で跳ね上がりながら移動する乗物ですが、外部のコントロールあるいは timer イベントによって駆動されるモーターが必要です。
効果
乗物タイプを car (自動車) に設定すると乗物モードが有効になり、かつ以下を実行したのと同じ効果が得られます:
// most friction for left-right, least for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> );
// no angular friction
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> );
// linear motor wins after about a second, decays after about a minute
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after a second, decays in less time than that
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.8 );
// no hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 );
// maximum linear deflection with timescale of 2 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 );
// no angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 );
// critically damped vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 10 );
// weak negative critically damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.2 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 );
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_WATER_ONLY
| VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// set these flags
llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_UP_ONLY
| VEHICLE_FLAG_LIMIT_MOTOR_UP );
関連記事
定数
|
関数
• | llSetVehicleType |