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Tricking a vehicle


AnitaLaDodyx
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Hello.  I'm wondering if there's a way to "trick" a vehicle script into "thinking" a driver is seated at all times...so that all passengers/sitters (including the "driver") can freely move positions and interact with the others through avsitter...and yet still have the vehicle operate as it should?  Thank you!

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Yes. Some boats, and Kelly Shergood's helicopters, have scripts which do that. Passengers can move from one station to another. It's a common feature on large sailboats, so one or two people can do the whole crewing job.

When you're seated, the avatar is a child prim, and can be moved relative to the parent via LSL.

Edited by animats
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1 hour ago, AnitaLaDodyx said:

Hello.  I'm wondering if there's a way to "trick" a vehicle script into "thinking" a driver is seated at all times...so that all passengers/sitters (including the "driver") can freely move positions and interact with the others through avsitter...and yet still have the vehicle operate as it should?  Thank you!

This is how AVsitter works normally. Sitting on a vehicle with AVsitter is still sitting on a vehicle (and Shergood vehicles do not use AVsitter).

Based on the question, I'll presume you're referring specifcilly to The Mesh Shop/Bandit boats - which use custom "hooks" into the AVsitter script to specifically disable driver controls unless in the driver pose. Other vehicles may do this also. (And this is the reason TMS/Bandit still use the ancient version 1 of AVsitter).

Under normal circumstances an AVsitter vehicles would function exactly as you describe it: The driver is always in driver control, no matter which pose they are in.

Edited by Alyona Su
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Yes, that's sort of the issue/conflict I'm dealing with.  While, no, not specifically Bandit boats....I'm working with a FP vehicle, prescripted (also FP scripts...with the caveat that the "driver" seat's description field can not be changed, so separating by AVsitter sit target sets doesn't work).

What I'm trying to do is two-fold....one, add more sitters to the rest of the vehicle with interactions....and two, afford the driver additional poses and possibly some interaction, at least with the front passenger....and not being locked in to one driver pose via the original script.

I came up with a work-around for the second...individual poses that fit together like syncs for the driver and front passenger....not great, but I can live with it.  And I've set up a sit target set for the back 4 sitters.  All works well to that point....the big conflict seems to come what I try to add in specialized swaps, which I need....2 males, 2 females in the back with sit targets, so they need to swap into the right seat if they sit on the wrong one.  But I think (though not certain) I'm having an issue at this point, because there's now three Sitter 0's in the overall vehicle, even though the intent is only to swap within the 4 person set in the rear.  Oh, and trying to have all this and STILL have the vehicle be able to operate as it should and "drive".  But seems at some point, something always "breaks".  Not always the same thing or at the same point.

Edited by AnitaLaDodyx
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a way to do this is that every agent can have/be given the capability to be the vehicle operator no matter where they sit

design wise:

- a console script which powers the vehicle - llVehicle... functions,  manages the positions of the agents on the vehicle, and keeps track of which agent is the current vehicle operator

- a agent script for each of the agents, which holds their animation and takecontrols permissions

- the agent script passes control event data to the console script via link message, when its agent is the vehicle operator

- when an agent stands then another agent becomes the vehicle operator, and their control event data is accepted by the console script

- agents can also take control of the vehicle from each other, via console script dialog menu. Moving in and out of the operator's position when this is designated for the vehicle

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Thank you, Mollymews.  That sounds like something that might be helpful.  Now if only I had a clue HOW to do that...lol.

Unfortunately, I'm also having a number of other issues with apparent conflicts between the vehicle and pilot scripts and avsitter sets.

OMG, vehicles are frustrating!  lol

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