Difference between revisions of "LlSetVehicleFlags"

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{{LSLFunctionAll|func_id=236|func_sleep=0.0|func_energy=10.0|func=llSetVehicleFlags|p1_type=integer|p1_name=flags|func_footnote=sets the enabled bits in 'flags'|return_text|spec|caveats|examples|helpers|related|also|notes}}[[Category:LSL_Functions]][[Category:LSL_Stub]]
{{LSL_Function
|func_id=236|func_sleep=0.0|func_energy=10.0
|func=llSetVehicleFlags
|p1_type=integer|p1_name=flags
|func_footnote
|func_desc=Sets the enabled bits in '''flags'''
|return_text
|spec
|caveats
|constants={{{!}}{{Prettytable}}
!Flags
!Value
!Description
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_NO_DEFLECTION_UP}}
{{!}} {{LSL Hex|0x1}}
{{!}} This flag prevents linear deflection parallel to world z-axis. This is useful for preventing ground vehicles with large linear deflection, like bumper cars, from climbing their linear deflection into the sky.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_LIMIT_ROLL_ONLY}}
{{!}} {{LSL Hex|0x2}}
{{!}} For vehicles with vertical attractor that want to be able to climb/dive, for instance, airplanes that want to use the banking feature.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_HOVER_WATER_ONLY}}
{{!}} {{LSL Hex|0x4}}
{{!}} Ignore terrain height when hovering.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_HOVER_TERRAIN_ONLY}}
{{!}} {{LSL Hex|0x8}}
{{!}} Ignore water height when hovering.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT}}
{{!}} {{LSL Hex|0x10}}
{{!}} Hover at global height instead of height above ground or water.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_HOVER_UP_ONLY}}
{{!}} {{LSL Hex|0x20}}
{{!}} Hover doesn't push down. Use this flag for hovering vehicles that should be able to jump above their hover height.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_LIMIT_MOTOR_UP}}
{{!}} {{LSL Hex|0x40}}
{{!}} Prevents ground vehicles from motoring into the sky. This flag has a subtle effect when used with conjunction with banking: the strength of the banking will decay when the vehicle no longer experiences collisions. The decay timescale is the same as VEHICLE_BANKING_TIMESCALE . This is to help prevent ground vehicles from steering when they are in mid jump.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_MOUSELOOK_STEER}}
{{!}} {{LSL Hex|0x80}}
{{!}} Steer the vehicle using the mouse. Use this flag to make the angular motor try to make the vehicle turn such that its local x-axis points in the same direction as the client-side camera.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_MOUSELOOK_BANK}}
{{!}} {{LSL Hex|0x100}}
{{!}} Same as above, but relies on banking. It remaps left-right motions of the client camera (also known as "yaw") to rotations about the vehicle's local x-axis.
{{!}}-
{{!}} {{LSLG|VEHICLE_FLAG_CAMERA_DECOUPLED}}
{{!}} {{LSL Hex|0x200}}
{{!}} Makes {{LSLG|mouselook}} {{LSLGC|Camera|camera}} rotate independently of the vehicle. By default the client mouselook camera will rotate about with the vehicle, however when this flag is set the camera direction is independent of the vehicle's rotation.
{{!}}}
|examples
|helpers
|also_functions
|also_events
|also_tests
|also_articles
|notes
|permission
|negative_index
|sort=SetVehicleFlags
|cat1=Vehicle
|cat2
|cat3
|cat4
}}

Revision as of 13:25, 13 February 2007

Summary

Function: llSetVehicleFlags( integer flags );
0.0 Forced Delay
10.0 Energy

Sets the enabled bits in flags

• integer flags

Flags Value Description
VEHICLE_FLAG_NO_DEFLECTION_UP 0x1 This flag prevents linear deflection parallel to world z-axis. This is useful for preventing ground vehicles with large linear deflection, like bumper cars, from climbing their linear deflection into the sky.
VEHICLE_FLAG_LIMIT_ROLL_ONLY 0x2 For vehicles with vertical attractor that want to be able to climb/dive, for instance, airplanes that want to use the banking feature.
VEHICLE_FLAG_HOVER_WATER_ONLY 0x4 Ignore terrain height when hovering.
VEHICLE_FLAG_HOVER_TERRAIN_ONLY 0x8 Ignore water height when hovering.
VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT 0x10 Hover at global height instead of height above ground or water.
VEHICLE_FLAG_HOVER_UP_ONLY 0x20 Hover doesn't push down. Use this flag for hovering vehicles that should be able to jump above their hover height.
VEHICLE_FLAG_LIMIT_MOTOR_UP 0x40 Prevents ground vehicles from motoring into the sky. This flag has a subtle effect when used with conjunction with banking: the strength of the banking will decay when the vehicle no longer experiences collisions. The decay timescale is the same as VEHICLE_BANKING_TIMESCALE . This is to help prevent ground vehicles from steering when they are in mid jump.
VEHICLE_FLAG_MOUSELOOK_STEER 0x80 Steer the vehicle using the mouse. Use this flag to make the angular motor try to make the vehicle turn such that its local x-axis points in the same direction as the client-side camera.
VEHICLE_FLAG_MOUSELOOK_BANK 0x100 Same as above, but relies on banking. It remaps left-right motions of the client camera (also known as "yaw") to rotations about the vehicle's local x-axis.
VEHICLE_FLAG_CAMERA_DECOUPLED 0x200 Makes mouselook camera rotate independently of the vehicle. By default the client mouselook camera will rotate about with the vehicle, however when this flag is set the camera direction is independent of the vehicle's rotation.

Examples

Deep Notes

Signature

function void llSetVehicleFlags( integer flags );