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Taeas Stirling

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  1. Back in the day we had a work around for this. I havent used it for quite a while so your milage may vary. We would script our planes to turn TEMP on start up and to revert back to normal when shut down. The theory being that the temp prim's were part of a separate prim pool, so no poof. It also had the advantage of cleaning up any wayward planes should you become unseated.
  2. Try logging in with a text only client. if it works, dump your stuff. Relog with your normal client.
  3. You all should have a look at this Jira post to see it it might be the root of your issues. please vote and watch while you can. this thing is months old. https://jira.secondlife.com/browse/VWR-28388
  4. Hi Innula, I can think of three things that should helpmaintain a slow steady speed on a rough surface. VEHICLE_LINEAR_MOTOR_OFFSET set the Z a little lower than zero, this forces the front end up when you hit a rough patch in the terrain. VEHICLE_FLAG_LIMIT_MOTOR_UP make sure this is set so the vehicle will not motor up into the sky when climbing a hill or bump. VEHICLE_LINEAR_MOTOR_TIMESCALE set this to a low value so that if you do get hung up a little in the rough, the motor brings you back to speed quickly, and hopefully unnoticed.
  5. Hi London,if you look at the edit tab in qavimator, theres the save as option.This gives you an Avm file, that alows you to go back and modify the pose if its not what you wanted when imported. Below that is the Export to second life button, that saves a BVH file of the pose to your folder. Thats the one you import to second life. As to the pose flutters, make sure you check on and rotate every joint at least 1 degree. This locks all the joints during the pose, so conflicting default anims can not cause problems. Its also helpful to set the priorety to level 3 or better. I have never tryed a couples animation, so no help there. As always Google is usually our friend.
  6. Hi Lacey, Phoenix test plays the animation using your avatar. Its pretty much just like playing anims from your inventory.
  7. sounds like your basic object follower script, with a really low tau setting. Combined with a combat meter. I believe the Terra combat system (TCS) is open source now. Have your main script set the object description field. the senor sweep should give you the keys of any ships close by, using the keys to get object descriptions, should tell it friend from foe.
  8. In my case the root was turned correctly X forward and Z up. I was using a mildly tweaked version of the linden simple boat script, so a pretty basic pre mono LSL script. Standard sit target llSitTarget(<0.5, -0.7, 0.8>,<0,0,-1.0,1>); corrected for my rotated anim. Bear in mind that this was in 2006 and could very well have been the fault of a semi melted class 3 mainland server
  9. I had this happen on a boat once.The pilots anim was one of my first, and I somehow got it turned 90 degrees before i imported it. It was a simple matter to correct things with the sit target rots. But about once every 20 sits it would sit me sideways. Guess the server wasnt reading the rot setting. Sometimes it took two or three resits to get it right. A new anim with a correct rot fixed the issue forever
  10. Hi Carbon, sent you a simple boat script i used years ago to raise and lower a hydrofoil at a certain speed. Its a simple matter to add an If test below your throttle section if (speed>10) { adjust atitude adjust height ) else { set atitude to default set height to default }
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