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Showing results for tags 'llmovetotarget'.
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I encountered the problem that once my avatar was launched to go to a location by llMoveToTarget() from a hud script she could be stopped by llStopMoveToTarget(). The script did not respond to any inputs as long as target has not been reached. The workaround I finally found in order to manage manually an early stop is (1) to launch llMoveToTarget() in a separate script, and (2) to stop the motion at any time with llResetOtherScript(<script name where the llMoveToTarget is in>). Hope this is of some help
Hello, Sorry to trouble/disturb anyone but I've encountered an issue and Googling hasn't helped much. Would like to ask if anyone knows the reason for this 'error' or perhaps could point me in the right direction which I could look for answers. Would really really appreciate it. ? I made a mesh object that simulates animation using llSetTextureAnim, (4 frames, 2 by 2) and cycles through the four frames of mesh, giving the illusion that the object 'Jumps'. The object animates without any issue when stationary. However when I script it to wander about, there are instances (random) where the texture / textureAnimation gets funky and freezes at the botched up state as it moves from point A to point B. For movement (from Point A to B) I have tried using: 1. llSetKeyframedMotion 2. llMoveToTarget methods individually with both yielding the same results. Is there anything i could do to reduce the instances of it happening (if not) solve it? Have summarised the scripting but it is essentially a combination of llSetTextureAnim (to simulate a upward jumping motion) and llMoveToTarget + llLookAt to move forward and give the illusion of jumping forwards. Things I have tried that didn't work: > placing llSetTextureAnim in not_at_target event hoping it would fire and over write the issue > placing llEventDelay just before llMoveToTarget (as advised by someone else) I have tried asking in a group in-world with someone mentioning that it is likely a server to client issue. Is there anything I could do on my side regarding this issue? Best Regards, Lucidia.
so i have this swimming script, and it's using llMoveToTarget to make you swim around in the water. i want to be able to artificially adjust the height of the avatar/animations in the water, so i have a menu thing with the +++ and the -- and stuff like that, to dial in the water surface height. so that changes the depth by, say, 1 meter. and i want it to move the avatar up 1 meter.... so i can see where it is. the weird thing is, if i get in the water, and i'm standing (hovering? falling? technically, i'm 'inair' i guess) there, and i press these menu buttons... i don't move. if i swim forwards or around a little bit, then click the button for the menu and work on the menu... it works fine. so...??? what is going on? what can cause llMoveToTarget to fail? being in a menu dialogue?? already having an llMoveToTarget command on you? (i put in llStopMoveToTarget before the new call; no help.) you are in a certain minimum distance where llMoveToTarget thinks you're close enough to the target already? (how small of an increment can it move you. i started with .15 meter, but now i'm using .33 meter as the smallest increment.) the damping? do i need less? or more. i tried less, let me try more... no, no help. ugh.
I am using llMoveToTarget to make my avatar move from point to point. Unfortunately, when my avatar moves to the location he does not turn to face the location - he continues to face the same direction regardless of where he moves to. The script that triggers the movement is on the avatar's HUD. I have tried several functions (llLookAt and rotation functions) but they all rotate the button and not the avatar. Is there a function that I have overlooked?