CHARACTER STAY WITHIN PARCEL
Revision as of 18:42, 9 July 2013 by Darien Caldwell (talk | contribs) (Created page with "{{LSL Constant |name=CHARACTER_STAY_WITHIN_PARCEL |type=integer |value=15 |desc=Default setting is FALSE, leading to traditional pathfinding behavior.<br/> If a parcel allows scr…")
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Description
Constant: integer CHARACTER_STAY_WITHIN_PARCEL = 15;The integer constant CHARACTER_STAY_WITHIN_PARCEL has the value 15
Default setting is FALSE, leading to traditional pathfinding behavior.
If a parcel allows scripts and objects and the character does not have the CHARACTER_STAY_WITHIN_PARCEL option enabled, it can freely cross the parcel boundary in both directions.
Characters which have CHARACTER_STAY_WITHIN_PARCEL set to TRUE treat the parcel boundaries as one-way obstacles.
Pathfinding wander, flee, evade, and pursue behaviors will only choose goal points within their starting parcel.
If a character somehow manages to escape its original parcel (e.g. it was 'pushed' out), it will be able to return to the original parcel, but will be unable to leave the original parcel afterwards.
Caveats
Related Articles
Functions
• | llCreateCharacter | |||
• | llUpdateCharacter |