llEvade
Revision as of 07:09, 30 August 2013 by Pedro Oval (talk | contribs) (Change category from Pathfinding to LSL_Pathfinding)
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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
<lsl> 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>, [] ); }
}
</lsl>