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SelItami

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  1. Yes, reference to mean really short hehe 21 on the appearance slider, which makes me 5'9" or 1.77m tall
  2. It was slowly going all the way around, but instead of being a smooth spin, it was more like watching the hand of a clock. That stopped after I added Rolig's suggestion, though he is a bit jittery. I'm wondering if it has to do with my initial offset. My character is only 21 height, so maybe I have it set too high initially.
  3. Oh, I thought that might be the place for it, but wasn't sure. The original script I posted has llLookAt in the sensor function, which I was wondering if it was somehow off. llLookAt(pos, .1 , 1);
  4. Well, I'd like to keep it as low lag as possible, so it can stay as is. For now though, the guard may just remain as a normal attachment as I play with the script options more.
  5. Oh, thank you, that did stop him from spinning, he's just a bit jittery at times now hehe. Do all followers have to have physics enabled? I still have the concern of people dragging him about.
  6. Well, I finally got a chance to look at this again, and the follower functioning doesn't seem to matter when I wear it as an attachment, so maybe a few of you were right and it can't really be done. I wasn't sure where Void's snippet might go, so I just tried the offset Rolig suggested. If I try just rezzing it as a follower, when I stop, he starts slowly turning in a circle with movement like the hand of a clock.
  7. As I am new to trying to script anything that is an attachment, or the like, are there any examples I could look at to learn how to set it relative to my height as Void listed as a possible solution? I do plan on turning physics off on the guard, I don't want people to be able to drag him around. I've never seen a vehicle follower, though I admit I've never really had many vehicles. I'll look around and see if I can find any scripts for that option. Thanks again to everyone that is offering suggestions, I truly appreciate it.
  8. Okay. Part of the reason I had wanted to have it as an attachment was because of areas where I can't build, since I wouldn't think it would be safe to assume every roleplay sim I go to with the guard would allow everyone to build. Thanks for all of the advice so far.
  9. What I'm wanting it for is a roleplay guard. He's one prim, but as you stated, as a normal attachment he bends and twists around on the attachment point as I move. What I want is for him to be able to stay feet on the ground, a set distance behind my avatar, not bending and twisting all over the place since he's only a one prim cutout. Because of his function, I need him to follow me as I move across sim lines.
  10. I have one of the old follower scripts, but I want to be able to use my follower as an attachment, not as an object I have to rez. I searched archives to see if this was possible, and found one thread where someone mentioned they may be able to do it, but I found nothing further. I also contacted the folks from that thread but never got a reply. Is it possible to have a follower as an attachment, and if so, what do I need to change in the script below? /////////////////////////////////////////////////////////////////////// // Open Basic Follower/Facing Script, by Logan Bauer. // // You have permission to do whatever you'd like with // // this script, as long as you promise to use it for good // // and not evil. Stick it in your pet cat! Stick it in your // // pet robot! Stick it where'ever you'd like, mutilate the // // code all you'd like, strip out this header, do as you // // will and... have fun! // /////////////////////////////////////////////////////////////////////// // OFFSET is the position of your pet in relation to it's owner's position. // For example, in the default setting below, "vector offset =<-1,0,1>;" // I.E. (x,y,z), the -1 puts it 1m back behind owner, the 0 means don't have // it stay left or right, and 1 means have it stay 1m above it's owner. // So, if you wanted the script to make it follow directly in front of you, // and to the left, then you would change it to "vector offset =<1,1,0>;" vector offset =<-1,0,1>; startup() { vector pos = llGetPos(); llSetStatus(STATUS_ROTATE_Z,TRUE); llSetStatus(STATUS_PHYSICS, TRUE); key id = llGetOwner(); llSensorRemove(); llSensorRepeat("",llGetOwner(),AGENT,200,2*PI,.5); } default { state_entry() { startup(); } on_rez(integer start_param) { startup(); } sensor(integer total_number) { vector pos = llDetectedPos(0); llMoveToTarget(pos+offset*llDetectedRot(0),.3); llLookAt(pos, .1 , 1); } }
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