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verygoodquestion

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Posts posted by verygoodquestion

  1. 12 minutes ago, Alyona Su said:

    If the mouse controls the vehicle while in mouselook the way most ACS script-kit vehicle creators do it... I'm not gonna buy any of your stuff. I'm not saying it's bad or it's wrong or anything like that whatsoever. Though, do be very clear in your pre-sales descriptions that you are using that function and (or) provide a pre-sales demo that someone can drive. I like to go into mouselook and actually look out the windshield and turn my head and look around or look down at the dashboard, etc. while driving or flying or sailing or railroading... Just saying, as some feedback from a potential customer. :)

    I am not gonna sale it, a specially to you. Do you ever say something good or useful on this forum?

    • Like 1
    • Confused 1
  2. 1 hour ago, Fenix Eldritch said:

    Hard to tell what's going wrong without seeing the code, or getting a better picture of the expected behavior verses how it's misbehaving when you enter mouselook. Saying it's "just awful now" doesn't give us a lot of info to go on.

    But if I were to hazard a guess, I imagine you might be getting tripped up by the fact that the left/right arrow keys behave differently when you enter mouselook. Normally they trigger the CONTROL_ROT_LEFT and CONTROL_ROT_RIGHT respectively (these turn your avatar). But when you're in mouselook, they instead trigger CONTROL_LEFT and CONTROL_RIGHT (these strafe your avatar). So if your script doesn't account for that, that could be your problem... But again, I don't know how your script is expected to work in third person, so I can't say for sure without more info.

    In any case, yes, it's relatively simple to code your control event to behave differently when in mouselook or not. Use llGetAgentInfo to query the status of the target avatar and check the resulting bit field against the AGENT_MOUSELOOK constant. Separate your different control code with an IF ELSE statement.

    
    integer x = llGetAgentInfo(llGetOwner());
    if(x & AGENT_MOUSELOOK)
    {
    	//do mouselook control stuff
    }
    else
    {
    	//do non-mouselook control stuff
    }

    Edit: Oh, wasn't there also some kind of mouse steering for vehicles? I vaguely remember something about that, but can't seem to locate it on the wiki...

    Hello! Thank you so much! Thats exactly what i needed!

    Yes indeed there is mouse steering option, but i am thinking to get rid of it since i rarely use it. It looks like that now:

        if(level & edge & CONTROL_ML_LBUTTON)
        {
            if(mouse)
            {                
            mouse = FALSE;
            llOwnerSay("Mouselook steer OFF. ");
            llRemoveVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER);
        }
        else
        {
                mouse = TRUE;
                llOwnerSay("Mouselook steer ON. ");
                llSetVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER );
            }
        }

    ///...

        if(mouse && !(llGetAgentInfo(llAvatarOnSitTarget()) & AGENT_MOUSELOOK))
        {
            mouse = FALSE;
            llRemoveVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER );
            llOwnerSay("Mouselook steer OFF. ");
        }

     

    • Like 1
  3. Hello, some vehicle question here. Is it possible to set controls section in the script separately for mouselook and how? I tuned the script in a third-person view and when I was satisfied it turned out that I completely forgot about the mouselook and this is just awful control now! why is this happening? however, I would like to save the settings for the third-person view. is this possible?

  4. 44 minutes ago, KT Kingsley said:

    You can move a linked prim using llSetLinkPrimitiveParamsFast with the PRIM_POS_LOCAL flag. You'll want to find the best positions for the maximum and minimum speeds, and interpolate the actual position based on the actual speed.

    Something like this, perhaps:

    
    vector emitter_pos_max = <something>;
    vector emitter_pos_min = <something>;
    vector emitter_pos_range;
    
    float speed_max = something;
    float current_speed;
    
    default
    {
        state_entry ()
        {
            emitter_pos_range = emitter_pos_max - emitter_pos_min;
        }
    
        some_event ()
        {
            llSetLinkPrimitiveParamsFast (emitter_link_number, 
            [
                PRIM_POS_LOCAL, emitter_pos_min + (emitter_pos_range * (current_speed / speed_max))
            ]);
        }
    }

     

    Thank you so much! It totally works! Perfect!

    • Like 1
  5. Well, I’ve found such a wonderful line, how would I now associate it with throttle?

    integer PARTICLE_PRIM = 2;

    llSetLinkPrimitiveParamsFast(PARTICLE_PRIM, [PRIM_POS_LOCAL, llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <0.0, 0.0, 0.01>]);

  6. 4 minutes ago, KT Kingsley said:

    Not sure if this is helpful, but when I messed around with a variable bow wave for a boat I ended up using a linked prim as an emitter and moved that prim forwards and backwards along the keel as the boat tilted in response to its speed.

    Thank you very much! this is practically what I need only need to move up and down and it’s not clear how to do it.

  7. Hello! I have a question. in fact, these are two questions in one.

    I am trying to make a particle ribbon system for a vehicle and it should change the emission start point height depending on the throttle of the vehicle. As I understand it, this is set by the radius. this is my system of particles. but when I change the radius, particle appear in "I-like" view (vertically flat), but I need to make it "T-like" view (horizontally flat). Is this possible in any way? if I rotate the object - orientation is maintained.

    llParticleSystem([PSYS_PART_MAX_AGE,3.00,
    PSYS_PART_FLAGS, 1287,
    PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>,
    PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>,
    PSYS_PART_START_SCALE,<1.00000, 1.00000, 0.00000>,
    PSYS_PART_END_SCALE,<2.00000, 2.00000, 0.00000>,
    PSYS_SRC_PATTERN, 4,
    PSYS_SRC_BURST_RATE,0.02,
    PSYS_SRC_BURST_PART_COUNT,5,
    PSYS_SRC_BURST_RADIUS,0.5,
    PSYS_SRC_BURST_SPEED_MIN,0.05,
    PSYS_SRC_BURST_SPEED_MAX,0.10,
    PSYS_SRC_ANGLE_BEGIN, 0.00,
    PSYS_SRC_ANGLE_END, 0.00,
    PSYS_SRC_MAX_AGE, 0.0,
    PSYS_SRC_TEXTURE, "168e6813-096e-07ea-97ae-fd416826f627",
    PSYS_PART_START_ALPHA, 0.50,
    PSYS_PART_END_ALPHA, 0.00,
    PSYS_PART_START_GLOW, 0.03,
    PSYS_PART_END_GLOW, 0.01]);

    And, what is the best way to make the particle radius dependence on vehicle throttle? something like:     float radius = (throttle+10)*0.03;....... /// PSYS_SRC_BURST_RADIUS,0.5,*radius....

    the point I am doing this is that it is planned as the wake of the boat and since the boat lifts its nose at acceleration, the emitter goes down underwater accordingly. so I want to gradually increase the height with increasing throttle. I decided that it would be easier than changing the height of the emitter itself. maybe there are other ways?

    Help please!

    Untitled-1.jpg

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