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Icon Allen

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  1. I was sort of thinking something like that but the issue is then when I let go I have the linear motor set to slowly cruise to a stop. Inside a control event there would be no input during that time to adjust the wheel speed. Also from what I've seen, control events fire off like a raging river, wouldn't that be more intense than what I have in the timer?
  2. Hello All, I need just a bit of feedback or knowledge for a small issue I'm having. So I built a motorbike for myself and want the wheels to spin according to the speed of the bike itself not just by a throttle number. The code I'm using to do this is as follows: timer() // this is set to fire every .10 seconds by llSetTimerEvent { sparkplug++; // this is for other functions that need controlled timing poser++;//same as above vector local_vel = llGetVel() / llGetRot(); if (local_vel.x < 0) { reverse = -1; } if (local_vel.x >= 0) { reverse = 1; } llSetLinkPrimitiveParamsFast(LINK_SET,[PRIM_LINK_TARGET,Front_wheel, PRIM_OMEGA,<0.0, (local_vel.x/2)*reverse, 0.0>,TWO_PI,1.0, PRIM_LINK_TARGET,Back_wheel, PRIM_OMEGA,<0.0, (local_vel.x/2)*reverse, 0.0>,TWO_PI,1.0]); } Now the issue is that sometimes it works perfectly and the wheel will spin exactly to the speed. But other times the wheel just jitters at the same speed as the function is being called. It looks like every time the function is called the wheel rotation is set back to zero. Is there a way to reliably update the wheel rotation speed without calling the function so many times? Is this just the viewer not rendering the spin correctly? Or have I just hit the wall of limitations for the effect I want?
  3. I'm pretty sure this is the issue but it's not constrained to Mouslook. Even if I regular cam in while the vehicle is moving slow, I still cant click on anything untill I either stop, edit move the vehicle, or cross sims. changed(integer change) { if (change & CHANGED_LINK) { agent = llAvatarOnSitTarget(); if (agent == llGetOwner()) { llRequestPermissions(agent, PERMISSION_TAKE_CONTROLS | PERMISSION_TRIGGER_ANIMATION | PERMISSION_CONTROL_CAMERA); } run_time_permissions(integer perm) { if (perm) { llStopAnimation("sit"); llStartAnimation(sit_anim); llClearCameraParams(); llSetCameraParams([ CAMERA_ACTIVE, 1, // 1 is active, 0 is inactive CAMERA_BEHINDNESS_ANGLE, 0.0, // (0 to 180) degrees CAMERA_BEHINDNESS_LAG, 0.0, // (0 to 3) seconds CAMERA_DISTANCE, 3.0, // ( 0.5 to 10) meters //CAMERA_FOCUS, <0,0,5>, // region relative position CAMERA_FOCUS_LAG, 0.0 , // (0 to 3) seconds CAMERA_FOCUS_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_FOCUS_THRESHOLD, 0.0, // (0 to 4) meters CAMERA_PITCH, 7.0, // (-45 to 80) degrees //CAMERA_POSITION, <0,0,0>, // region relative position CAMERA_POSITION_LAG, 0.0, // (0 to 3) seconds CAMERA_POSITION_LOCKED, FALSE, // (TRUE or FALSE) CAMERA_POSITION_THRESHOLD, 0.0, // (0 to 4) meters CAMERA_FOCUS_OFFSET, <1.0, -.6, 0.1> // <-10,-10,-10> to <10,10,10> meters was 2 ]); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE,FALSE); //llWhisper(0,"You have ctrl"); } } So as you can see I'm not grabbing mouse buttons for anything, but I'm glad i'm not the only one that had this issue. I wish there was a way to move the plane in script to "shake it out" of that issue but even that didn't work. There is something unique about edit moving it or crossing a border that fixes it.
  4. Hello first time posting here, I have a unique problem that I can't get my head around and I have no clue if this is just a thing or if a piece of script is doing this(which I doubt but could be wrong.) I have an aircraft that I built from scratch and all the controls in the cockpit are clickable from mouse look. But immediately after rezzing, if I hop in and start moving...... I can't click any of the controls. I stop moving... I CAN click on everything. It's not until I go into edit mode and physically move the aircraft myself that this issue stops. After I do that I can the click on things as the aircraft is moving. Also, crossing a sim border seems to have the same effect as "edit moving" the aircraft. Not clickable before crossing....clickable after crossing. To note, it's not just in mouse look. Even if I cam in on the controls that same phenomena happens. And yes the aircraft is physical. Has anyone come across this or am I the only one seeing the black cat twice?
  5. I visit snow land every winter when the bug for snowboarding hits me. Appearantly it's th eonly place with sizeable space for actually having any level of fun. What woould be of the charts great is if LL could develop a nice big area there for some real winter sports. I could imagine what an SSX course would be like with some jumps and such. could even end up being THE best spot in sl for it. Any one know where a feature request could be made fo rthis? (even if they don't do it, can't hurt to ask)
  6. @ Kwakkelde Kwak I fully understand the benefits of Mesh which is why I like the concept. but if it weighs 5 times more than a sculpt for the same amount of vertices then it would be impractical to use inworld unless you have absilutly no concern for prim counts. And 99% or Sl users strugle with prim counts on thier sims and homes. Yes the mesh looks amazing but your couch took up all the prims lol. Assuming you could even rez it "Could not rez [object] becasue the parcel is full" yet you have 113 left to use. and a mesh vehicle? forget it. the driver seat and the hood is all you get =\
  7. I'm happy as heck that Mesh is here. I love that we can build past 10 meters <3. BUT!......... the prim weight equivs......... those hurt. Sculpt with 1023 points(1984 tris) = 1 prim Mesh with 1023 points(1984 tris) = 5.6 prims ? =o well...... If that's the case I'd sooner use the sculpt and not use mesh at all =\ <-- is sad. What was the real point? =(
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