Category:LSL Vehicle
Revision as of 07:53, 7 September 2024 by Nexii Malthus (talk | contribs) (Extend row span to cover the added flag on interference)
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Function | Constant | Description | |
---|---|---|---|
llSetVehicleType | VEHICLE_TYPE_NONE | 0 | Turns off vehicle support |
VEHICLE_TYPE_SLED | 1 | Simple vehicle that bumps along the ground, and likes to move along its local x-axis | |
VEHICLE_TYPE_CAR | 2 | Vehicle that bounces along the ground but needs the motors to be driven from external controls or timer events | |
VEHICLE_TYPE_BOAT | 3 | Hovers over water with lots of friction and some angular deflection | |
VEHICLE_TYPE_AIRPLANE | 4 | Uses linear deflection for lift, no hover, and banking to turn | |
VEHICLE_TYPE_BALLOON | 5 | Hover, and friction, but no deflection | |
llSetVehicleRotationParam
|
VEHICLE_REFERENCE_FRAME | 44 | rotation of vehicle axes relative to local frame |
llSetVehicleVectorParam
|
VEHICLE_ANGULAR_FRICTION_TIMESCALE | 17 | vector of timescales for exponential decay of angular velocity about the three vehicle axes |
VEHICLE_ANGULAR_MOTOR_DIRECTION | 19 | angular velocity that the vehicle will try to achieve | |
VEHICLE_LINEAR_FRICTION_TIMESCALE | 16 | vector of timescales for exponential decay of linear velocity along the three vehicle axes | |
VEHICLE_LINEAR_MOTOR_DIRECTION | 18 | linear velocity that the vehicle will try to achieve | |
VEHICLE_LINEAR_MOTOR_OFFSET | 20 | offset from the center of mass of the vehicle where the linear motor is applied. | |
llSetVehicleFloatParam
|
VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY | 32 | slider between 0 (no deflection) and 1 (maximum strength) |
VEHICLE_ANGULAR_DEFLECTION_TIMESCALE | 33 | exponential timescale for the vehicle to achieve full angular deflection | |
VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE | 35 | exponential timescale for the angular motor's effectiveness to decay toward zero | |
VEHICLE_ANGULAR_MOTOR_TIMESCALE | 34 | exponential timescale for the vehicle to achive its full angular motor velocity | |
VEHICLE_BANKING_EFFICIENCY | 38 | slider between -1 (leans out of turns), 0 (no banking), and +1 (leans into turns) | |
VEHICLE_BANKING_MIX | 39 | slider between 0 (static banking) and 1 (dynamic banking) | |
VEHICLE_BANKING_TIMESCALE | 40 | exponential timescale for the banking behavior to take full effect | |
VEHICLE_BUOYANCY | 27 | slider between -1 (double-gravity) and 1 (full anti-gravity) | |
VEHICLE_HOVER_HEIGHT | 24 | height the vehicle will try to hover. | |
VEHICLE_HOVER_EFFICIENCY | 25 | slider between 0 (bouncy) and 1 (critically damped) hover behavior | |
VEHICLE_HOVER_TIMESCALE | 26 | period of time for the vehicle to achieve its hover height | |
VEHICLE_LINEAR_DEFLECTION_EFFICIENCY | 28 | slider between 0 (no deflection) and 1 (maximum strength) | |
VEHICLE_LINEAR_DEFLECTION_TIMESCALE | 29 | exponential timescale for the vehicle to redirect its velocity to be along its x-axis | |
VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE | 31 | exponential timescale for the linear motor's effectiveness to decay toward zero | |
VEHICLE_LINEAR_MOTOR_TIMESCALE | 30 | exponential timescale for the vehicleto achive its full linear motor velocity | |
VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY | 36 | slider between 0 (bouncy) and 1 (critically damped) attraction of vehicle z-axis to world z-axis (vertical) | |
VEHICLE_VERTICAL_ATTRACTION_TIMESCALE | 37 | exponential timescale for the vehicle to align its z-axis to the world z-axis (vertical) | |
llSetVehicleFlags llRemoveVehicleFlags |
VEHICLE_FLAG_NO_DEFLECTION_UP | 0x001 | This flag prevents linear deflection parallel to world z-axis. This is useful for preventing ground vehicles with large linear deflection, like bumper cars, from climbing their linear deflection into the sky. |
VEHICLE_FLAG_LIMIT_ROLL_ONLY | 0x002 | For vehicles with vertical attractor that want to be able to climb/dive, for instance, airplanes that want to use the banking feature. | |
VEHICLE_FLAG_HOVER_WATER_ONLY | 0x004 | Ignore terrain height when hovering. | |
VEHICLE_FLAG_HOVER_TERRAIN_ONLY | 0x008 | Ignore water height when hovering. | |
VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT | 0x010 | Hover at global height instead of height above ground or water. | |
VEHICLE_FLAG_HOVER_UP_ONLY | 0x020 | Hover doesn't push down. Use this flag for hovering vehicles that should be able to jump above their hover height. | |
VEHICLE_FLAG_LIMIT_MOTOR_UP | 0x040 | Prevents ground vehicles from motoring into the sky. This flag has a subtle effect when used with conjunction with banking: the strength of the banking will decay when the vehicle no longer experiences collisions. The decay timescale is the same as VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering when they are in mid jump. | |
VEHICLE_FLAG_MOUSELOOK_STEER | 0x080 | Steer the vehicle using the mouse. Use this flag to make the angular motor try to make the vehicle turn such that its local x-axis points in the same direction as the client-side camera. | |
VEHICLE_FLAG_MOUSELOOK_BANK | 0x100 | Same as above, but relies on banking. It remaps left-right motions of the client camera (also known as "yaw") to rotations about the vehicle's local x-axis. | |
VEHICLE_FLAG_CAMERA_DECOUPLED | 0x200 | Makes mouselook camera rotate independently of the vehicle. By default the client mouselook camera will rotate about with the vehicle, however when this flag is set the camera direction is independent of the vehicle's rotation. | |
VEHICLE_FLAG_BLOCK_INTERFERENCE | 0x400 | Prevents attachments worn by the vehicle's passengers from pushing the vehicle via llPushObject and similar functions. |
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "LSL Vehicle"
The following 17 pages are in this category, out of 17 total.