Here is the prim move code that I am trying to see if it will work, but so far it is not working
integer gIntMove = 0;
integer gIntVr;
//key gKeyToucherID;
float gFltX;
float gFltY;
float gFltZ;
vector gVecPos;
vector gEul = <0,0,0>;
default
{
state_entry()
{
gVecPos = llGetPos();
gFltX = gVecPos.x;
gFltY = gVecPos.y;
gFltZ = gVecPos.z;
gIntMove = 1;
do
{
gVecPos = llGetPos();
gFltX = gVecPos.x;
gFltY = gVecPos.y;
gFltZ = gVecPos.z;
// First move accross pad
// First Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Second Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Third Move
gFltX = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Forth Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// first turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Move Forward
gFltX = gFltX - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
// second turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Second more accross pad
// Fifth Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Six Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Seven Move
gFltX = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// Eight Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// thrid turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Move Forward
gFltX = gFltX - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
// forth turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Third more accross pad
// Nineth Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// tenth Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// eleveth Move
gFltX = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// twelth Move
gFltY = gFltY - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// seven turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Move Forward
gFltX = gFltX - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
// eight turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
//Forth move accross pad
// thirteenth Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// fourteenth Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// fifeenth Move
gFltX = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// sixteenth Move
gFltY = gFltY + .5;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
// fifth turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// Move Forward
gFltX = gFltX - .5;
llSetPos (< gFltX,gFltY,gFltZ>);
// sixth turn
gIntVr = gIntVr - 90;
gEul = <0,0,gIntVr>;
gEul *= DEG_TO_RAD;
rotation quat = llEuler2Rot(gEul);
llSetRot(quat);
// retrun to start
gFltX = gFltX + .2;
llSetPos (< gFltX,gFltY,gFltZ>);
sleep(58)
while (gIntMove == 1);
}
}
}