Difference between revisions of "Pathfinding Cookbook"
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Revision as of 13:33, 8 July 2012
Hunting Animal
Wanders looking for specific prey and pursues when prey is spotted.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Grazing Animal
Wanders pauses and eat, wanders, repeat.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Grazing Prey Animal
Wanders and pauses to eat, run a short distance when approached (skittish), runs further and hides from specific predator.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Dragonfly
Moves along designated path, lingers by designated waypoint and moves to next random waypoint.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Fairy
Wanders about (flying) looking for flowers, lingers by flowers, runs and hides from agents.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Sentient Treasure Chest
Treasure chest with legs. Sleeps, but runs and hides if anyone approaches.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Rat
Wanders about a specified area, flees and hides if an agent approaches.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Snake
Wanders about an area, includes special movement example.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Mount
Build a character that can be ridden with race example.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Dog
Wanders about, chooses random agent, follows agent for a period, then wanders off, if no agents found sleeps.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Cat
Wanders about, chooses random agent, lingers by agent, then wanders again, if no agents found sleeps.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Hopping Scarecrow
Wanders about hopping and approaches random people, lingers and moves on.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Treetop Birds
Birds that move between treetops at random intervals.
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
Vulture
Birds that glide about on thermals
<lsl> default { state_entry() {
llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); //script being tested/refined, coming soon
} } </lsl>
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