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detect ship size failed because prim physics set to 'none' (suggestion searching...)


Arun Muhindra
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Hi there  (sry my bad english..)

I try detect the size of some sailing boats passing by, to open a bridge depending to the ship size.

My first attempt was get the bounding box from the ships in a sensor. This failed because some ships mast is set to physics shape 'none'.- As result the size is way to smal.

Detect with llCastRay() also not work because same reason : CastRay can't detect prims set to physics shape 'none'

 

It looks like there is no way get the correct size from a physical linkset with childs set to physics shape 'none'.

Any ideas for a workaround? Arun

 

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1 hour ago, Rolig Loon said:

If the mast is set to physics shape type NONE, why does it collide with the bridge anyway?

it does not collide. but it would look really cool if the bridge open just what it needs. 😉

 

After all wikis and test in the sanbox: llVolumeDetect(), llGetBoundingBox(), lCastRay() does not detect prims with physical shape 'none'.  It seems there is no way to realize my idea...

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Right.  If you follow any of the discussion about boating in Bellisseria, you have probably seen Abnor Mole's note that says the same thing. That's why they haven't put drawbridges there. Channels that are big enough for large-scale boats have high bridges. Smaller channels have lower bridges. People with high masts either make them phantom or sail another way.  Very much like RL, where we don't even have the phantom option.  

Edited by Rolig Loon
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9 minutes ago, Rolig Loon said:

Or, I suppose, you could just open the drawbridge for ALL boats, regardless of whether they have masts or not.

I was thinking, could also make the drawbridge phantom while opening just in case the boat is taller than the opening can accommodate.

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Or ... as long as we are being imaginative ... don't use a drawbridge at all.  Keep the channel open at all times, but make a retractable road that closes over the channel as a vehicle approaches.  There are some "bridges" like that in Horizons.

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7 minutes ago, Rolig Loon said:

Or ... as long as we are being imaginative ... don't use a drawbridge at all.  Keep the channel open at all times, but make a retractable road that closes over the channel as a vehicle approaches.  There are some "bridges" like that in Horizons.

Add a script that gives cars a "boost" to drive up and over the open bridge, like in action movies!

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