# Titty Luv

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1. ## llMoveToTarget speed based on distance

Hey Ruthven, Yes, this is more what I had in mind. Apologies for not making it as clear as I'd liked Rolig. (your solution works well, but it's not quite what I was going for. I have no doubt that I'll find a use for it in the future so thank you!) I understand that this solution is pretty complicated as it requires calculating the time to target and then altering the damping mid-movement. I don't expect anyone to go out of their way to write a solution, but any pointers would be fantastic.
2. ## llMoveToTarget speed based on distance

Hey guys! So this one's got me a little stumped, I don't know how to approach this to get the desired result. I'm making some "drones" that will wander, but also follow and move between a predefined set of positions within a sim. I've opted for llMoveToTarget for this, but face an inconsistency, if you will. I somehow need to calculate the damping value for llMoveToTarget based on the distance between vector points, so that the movement speed of the drone seems "realistic". By this I mean, for a short distance the drone should move slower between the points, but for a longer dista

Ah, thank you for clarifying for me!

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5. ## Adding/working with BIG numbers (Larger than integer limit)

Thanks, i'll take this into account. How much of a hastle would it be to alter this to do subtractions? I'm guessing that the same basic prinipal stays the same, but the carry is treated differently?
6. ## Adding/working with BIG numbers (Larger than integer limit)

This is exactly what I was aiming to achieve. Thank you very much for your input!
7. ## Adding/working with BIG numbers (Larger than integer limit)

Thanks for the reply Qie. The bignum implementation that you linked isn't really suitable for the numeric manipulation i'm working with. What it all boils down to really is just adding 2 numbers that exceed the integer size limit. From there everything else becomes easy. The current implimentation I have is very basic, and ALMOST works. And isnt too intensive as it stands. I'm guessing there is something wrong with my logic that causes the output to behave in such a strange manner. Your suggestion to use characters other than base ten is a good one, and could speed things up as numbers get
8. ## Adding/working with BIG numbers (Larger than integer limit)

So I'm working on a project in which I need to be able to store and work with numbers that exceed the integer size limit. To try and break-out of the integer limitations, I have written a script that adds two strings instead: string str1 = "123456789"; string str2 = "123456789123456"; string StringPad(string source, integer number) { string str = ""; integer x; for (x = 0; x < number; x++) { str += "0"; } return str + source; } string StringLeftTrim(string source) { integer x = 0; string str = llGetSub
9. ## Creating a "Skating AO" With grinding functionality. Got stuck.

Ok, so I have been working on a "Skating AO" for myself and a few friends, and have ran into an issue with the whole scripting process. I have managed to create a script that will detect the rail based on the rail's name using an attachment with llCollisionFilter ??, and play an animation, sound, and apply force to the avatar when the rail is detected. The issue I am facing is keeping the avatar on the rail itself. I was wondering if there was a way to detect an object's centre position along the length of a prim, and centre the avatar there while force is being applied without havin
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