Difference between revisions of "LlGroundRepel"

From Second Life Wiki
Jump to navigation Jump to search
(specifically pointed out the differences with llSetHoverHeight)
Line 14: Line 14:
To stop llGroundRepel, this seems to work: <code>llGroundRepel(0.0, FALSE, 0.0)</code>
To stop llGroundRepel, this seems to work: <code>llGroundRepel(0.0, FALSE, 0.0)</code>
|caveats=
|caveats=
* This is not a prim property; stopping or resetting the script stops llGroundRepel
* This is not a prim property; stopping or resetting the script stops llGroundRepel, unlike the similar [[llSetHoverHeight]]
* Crossing a sim border will cancel llGroundRepel
* Crossing a sim border will cancel llGroundRepel, unlike [[llSetHoverHeight]]
* A previous version of this page suggested that [[llStopHover]] will stop llGroundRepel, but it does not
* A previous version of this page suggested that [[llStopHover]] will stop llGroundRepel, but it does not
|constants
|constants

Revision as of 21:35, 17 February 2024

Summary

Function: llGroundRepel( float height, integer water, float tau );
0.0 Forced Delay
10.0 Energy

Critically damps to height if within height * 0.5 of ground or water level (which ever is higher).

• float height Distance above the ground
• integer water boolean, if TRUE then hover above water too.
• float tau seconds to critically damp in

Do not use with vehicles.

Specification

Does not pull the object down if it is stuck higher than that, unlike the similar llSetHoverHeight.

To stop llGroundRepel, this seems to work: llGroundRepel(0.0, FALSE, 0.0)

Caveats

  • Only works in physics-enabled objects.
  • This is not a prim property; stopping or resetting the script stops llGroundRepel, unlike the similar llSetHoverHeight
  • Crossing a sim border will cancel llGroundRepel, unlike llSetHoverHeight
  • A previous version of this page suggested that llStopHover will stop llGroundRepel, but it does not

Examples

default
{
    state_entry()
    {
        llSetStatus(STATUS_PHYSICS, TRUE);
        llGroundRepel(0.5, TRUE, 0.2); // In a 1/2 meter cube this is roughly the minimum height for any noticeable effect.
        // to
        llGroundRepel(4096.0, TRUE, 0.2); // There is no restrictive maximum.
        // However as the prim reaches 4096 meters (bear in mind the prim height will be (float height + ground height))
        // it will be too high to be allowed to exist.
    }
}// This is actually a remarkably fast way to go straight up!!

See Also

Functions

•  llSetHoverHeight Similar to llGroundRepel, but also pulls down

Deep Notes

Signature

function void llGroundRepel( float height, integer water, float tau );