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Poltergeist Azarov

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Everything posted by Poltergeist Azarov

  1. Thanks but I am not looking for a banking effect on turns. Only problem is my vehicle doesnt behave like a simple physical object when it comes to terrain. As I see so far, especially cars adaptates themselves to roughness/slopes of terrains easily. There must be some flag very simple.
  2. Hi, As topic describes my main issue, my boat vehicle does not adaptate its rotation to slope of coast when I move my vehicle onto terrain. So it keeps moving as "flat" and boat just raises from water as much as I move boat into coast. Any ideas to make it dynamic so it can raise its nose instead of whole body? Thanks..
  3. thanks alot, I am just using a flat ribbon particle emitter. so these classic and usefull ideas doesnt work the same way on flat ribbon. maybe I should keep playing with it till I find the best solution myself. thank you for your ideas though. I will keep them in mind.
  4. Thanks both. I give up with it. Now just trying to make multiple particle sources attached to a boat vehicle. Trying to make them bob to stay on water surface level and rotate during vehicles banking effects so on. I would be thankfull if you guys have some idea to do these to child prims.
  5. Hello, when I use FOLLOW_SOURCE option, particles follows position of source immediately but they dont rotate immediately when source rotates. Any ideas? Thanks...
  6. I think I am not really following the right way, I dont know... When I increase mass to 950, right value is to get straight behaviour: VEHICLE_LINEAR_MOTOR_OFFSET, <0.0,-12.0,-30.0> Then decided to use -(llGetMass/30) instead of -30. It did not really work when I decreased Mass to around 700. Because the right values (which gives me same behaviours) are: VLMO, <0.0,-6.0,-12.0> something when llGetMass returns 700. I didnt find a way to calculate that, so far. :\
  7. Hi Rigrunner, You will need to check Dataserver in order to get a string from a notecard.
  8. Hi Madelaine, Is this scale factor can be made by llGetMass to make it simple then?
  9. Hello, When I enlarge my vehicle, then lean and smiliar movements changes alot. So then forces me to change some various values. Is there a simple way to avoid that drudgery? I tried to change gravity of the vehicle but it didnt work.
  10. Oh sorry, I just saw the behindness lag is connected to behindness angle . "CAMERA_BEHINDNESS_LAG, 0.0" forces camera to stay within 30degrees. Thanks
  11. sadly, it does not :\ tried several times and no positive response so far.
  12. Hello.. When I set a dynamic camera behind the vehicle, just wanted it to move sides slightly when vehicle turns right or left. As much as turning speeds up, camera angle gets wide. So sometimes camera follows vehicle from 90 degrees right side when vehicle turns right. is there a way to limit camera angle to 30 degrees so on? Parameters I am using right now are: CAMERA_ACTIVE, 1, CAMERA_BEHINDNESS_ANGLE, -60.0, CAMERA_BEHINDNESS_LAG, 0.5, CAMERA_DISTANCE, 7.0, CAMERA_FOCUS_LAG, 0.05, CAMERA_FOCUS_LOCKED, FALSE, CAMERA_FOCUS_THRESHOLD, 0.0, CAMERA_PITCH, 10.0, CAMERA_POSITION_LAG, 0.0, CAMERA_POSITION_LOCKED, FALSE, CAMERA_POSITION_THRESHOLD, 1.0, CAMERA_FOCUS_OFFSET, <0,0,1>
  13. Thanks it works really fine for sure besides a single problem; doesnt rotate object back to its old position properly just by entering ZERO_VECTOR. Maybe I should use reference frame to rotate it back and also set whole time scale to a static value so it would not change objects speed during drive operation. I am still open for your suggestions anyway.
  14. Hello.. I am trying to make a boat and as much as gear increases, nose of the boat raises temporarily by VEHICLE_REFERENCE_FRAME with VEHICLE_VERTICAL_ATTRACTION_TIMESCALE. So far it seemed to be good to me but I realized (VVAT,0.5) boosts the boat speed also and so then when I lower it back (VVAT,3.0) slows down boat back which is not good since I am just trying to control the timescale of reference frame. Any suggestions? Or am I using wrong vehicle parameters for this "nose" operation?
  15. Ok now, I tested some objects by copying them so on. As you say, once they copied with a no transfer prim, linkset becomes no transfer. Now am gonna look for my main prims so on. But anyways, this is kinda a bug. Really sad... Thanks...
  16. I dont really remember if its a copy of my building. Checked my inventory to inspect copies of my building but it didnt work aswell. I talk to some of my builder friends yesterday. And they dont seem to be experienced this issue before. No one has any clue. This issue seems to be a bug. Finally, this issue forces me to rebuild some parts of whole building. I am really disappointed, confused and sad since yesterday.
  17. By the way, as I understand so far, when non transferable prims linked to own made prims, if second life resets for mainly, then all the link set permissions sets to no transfer. After this happens, even unlink operation cant fix this issue. I tried to duplicate my own made prims, it didnt work aswell... Duplicated copies are the same way...
  18. Hello all, I am working on a building and after a while I wanted to get a backup of it as I always do. But at this time, I see its not transferable anoymore. Especially I can not change permissions of my own created prims(even one single prims)... When I search for the reason of this issue, realized that I linked my prims with a no transfer prim. Even if I unlink these no transfer prims and remove them, I cant change permissions of my own prims anymore. Please help me to fix this issue. Kind regards.
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