Difference between revisions of "VEHICLE TYPE SLED"

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|desc=Simple vehicle that bumps along the ground, and likes to move along it’s local x-axis.
|desc=Simple vehicle that bumps along the ground, and likes to move along it’s local x-axis.


'''Defaults'''
===Effects===
<pre>
Setting the vehicle type type to sled enables the vehicle system and additionally has the same effect of executing the following:
// most friction for left-right, least for up-down
<lsl>// most friction for left-right, least for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <30, 1, 1000> );
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <30.0, 1.0, 1000.0> );
// no angular friction
// no angular friction
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> );
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000.0, 1000.0, 1000.0> );
// no linear motor
// no linear motor
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0> );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000.0 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120.0 );
// no agular motor
// no agular motor
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0> );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1000.0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 120 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 120.0 );
// no hover (but with timescale of 10 sec if enabled)
// no hover (but with timescale of 10 sec if enabled)
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0.0 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 10 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 10.0 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10.0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0.0 );
// maximum linear deflection with timescale of 1 second
// maximum linear deflection with timescale of 1 second
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1.0 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0 );
// no angular deflection
// no angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10.0 );
// no vertical attractor (doesn’t mind flipping over)
// no vertical attractor (doesn’t mind flipping over)
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1.0 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000.0 );
// no banking
// no banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0.0 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1.0 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 10 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 10.0 );
// default rotation of local frame
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0.0, 0.0, 0.0, 1.0> );
// remove these flags
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY
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llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
     | VEHICLE_FLAG_LIMIT_ROLL_ONLY
     | VEHICLE_FLAG_LIMIT_ROLL_ONLY
     | VEHICLE_FLAG_LIMIT_MOTOR_UP );
     | VEHICLE_FLAG_LIMIT_MOTOR_UP );</lsl>
</pre>
|constants={{!}} {{LSL Constants/Vehicle Types}}
|constants={{!}} {{LSL Constants/Vehicle Types}}
|functions={{LSL DefineRow||[[llSetVehicleType]]}}
|functions={{LSL DefineRow||[[llSetVehicleType]]}}

Revision as of 06:59, 27 June 2008

Description

Constant: integer VEHICLE_TYPE_SLED = 1;

The integer constant VEHICLE_TYPE_SLED has the value 1

Simple vehicle that bumps along the ground, and likes to move along it’s local x-axis.

Effects

Setting the vehicle type type to sled enables the vehicle system and additionally has the same effect of executing the following: <lsl>// most friction for left-right, least for up-down llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <30.0, 1.0, 1000.0> ); // no angular friction llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000.0, 1000.0, 1000.0> ); // no linear motor llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0> ); llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1000.0 ); llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 120.0 ); // no agular motor llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0.0, 0.0, 0.0> ); llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1000.0 ); llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 120.0 ); // no hover (but with timescale of 10 sec if enabled) llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0.0 ); llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 10.0 ); llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 10.0 ); llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0.0 ); // maximum linear deflection with timescale of 1 second llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1.0 ); llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1.0 ); // no angular deflection llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.0 ); llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10.0 ); // no vertical attractor (doesn’t mind flipping over) llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1.0 ); llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1000.0 ); // no banking llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, 0.0 ); llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1.0 ); llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 10.0 ); // default rotation of local frame llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0.0, 0.0, 0.0, 1.0> ); // remove these flags llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY

Related Articles

Constants

Flags Description
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

Functions

•  llSetVehicleType

Deep Notes

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Signature

integer VEHICLE_TYPE_SLED = 1;