Constants
|
Value
|
Description
|
PU_SLOWDOWN_DISTANCE_REACHED
|
0x00
|
Character is near current goal.
|
PU_GOAL_REACHED
|
0x01
|
Character has reached the goal and will stop or choose a new goal (if wandering).
|
PU_FAILURE_INVALID_START
|
0x02
|
Character cannot navigate from the current location - e.g., the character is off the navmesh or too high above it.
|
PU_FAILURE_INVALID_GOAL
|
0x03
|
Goal is not on the navmesh and cannot be reached.
|
PU_FAILURE_UNREACHABLE
|
0x04
|
Goal is no longer reachable for some reason - e.g., an obstacle blocks the path.
|
PU_FAILURE_TARGET_GONE
|
0x05
|
Target (for llPursue or llEvade) can no longer be tracked - e.g., it left the region or is an avatar that is now more than about 30m outside the region.
|
PU_FAILURE_NO_VALID_DESTINATION
|
0x06
|
There's no good place for the character to go - e.g., it is patrolling and all the patrol points are now unreachable.
|
PU_EVADE_HIDDEN
|
0x07
|
Triggered when an llEvade character thinks it has hidden from its pursuer.
|
PU_EVADE_SPOTTED
|
0x08
|
Triggered when an llEvade character switches from hiding to running
|
PU_FAILURE_NO_NAVMESH
|
0x09
|
This is a fatal error reported to a character when there is no navmesh for the region. This usually indicates a server failure and users should file a bug report and include the time and region in which they received this message.
|
PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED
|
0x0A
|
Triggered when a character enters a region with dynamic pathfinding disabled. Dynamic pathfinding can be toggled by estate managers via the 'dynamic_pathfinding' option in the Region Debug Console.
|
PU_FAILURE_PARCEL_UNREACHABLE
|
0x0B
|
Triggered when a character failed to enter a parcel because it is not allowed to enter, e.g. because the parcel is already full or because object entry was disabled after the navmesh was baked.
|
PU_FAILURE_OTHER
|
0xF4240
|
Other failure.
|