llFleeFrom

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Summary

Function: llFleeFrom( vector source, float distance, list options );

Directs an object to keep away from a defined position in the region or adjacent regions.

• vector source position in region coordinates from which to flee.
• float distance Distance in meters to flee from the source.
• list options No options available at this time.

Caveats

  • Must use llCreateCharacter or script won't compile.
  • The position to flee from must be near the nav mesh; otherwise, this behavior will fail with PU_FAILURE_INVALID_GOAL.
  • If you want to avoid an agent or object as per the example below, it's much more elegant and less sim resource intensive to use llEvade instead.

Examples

<lsl> vector last_touched_pos; key last_touched_key;

default { state_entry() {

}

touch_start(integer total_number) { last_touched_key = llDetectedKey(0); last_touched_pos = llList2Vector(llGetObjectDetails(last_touched_key, [OBJECT_POS]), 0); llFleeFrom(last_touched_pos, 10, []); llSetTimerEvent(0.2); }

timer() { vector last_touched_pos_now = llList2Vector(llGetObjectDetails(last_touched_key, [OBJECT_POS]), 0); if ( llVecDist(owner_pos, last_owner_pos) > 1 ) { last_touched_pos = last_touched_pos_now; llFleeFrom(last_touched_pos, 10, []); } } }

</lsl>

Notes

The position vector can be set outside the current region by using extended range region coordinates: e.g., to avoid the SE corner of the region to the East of the current one, you could llFleeFrom(<0.0, 512.0, 0.0>, []);

Deep Notes

Signature

function void llFleeFrom( vector source, float distance, list options );