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  1. Hi guys, I love driving around in SL and I've recently started getting into transport related games such as GTFO, BelliBins, BBB Passport travels, etc. It's great, except for one very annoying issue that's been driving me mad; road vehicle camera mode bugs during region crossings. In most road vehicles using the driving scripts created by karyn.vaher, the following happens: I drive in 'FollowCam' mode, via the vehicle menu > Options > Camera > Cam Type. This is my preferred way of driving, and also appears to be the default, until I cross into a different region. Then the camera jumps to what appears similar to the "SportCam' mode, where I am unable to see the vehicle, and the only way to get it back to the FollowCam mode is to ctrl+option cam away, so that I can see my vehicle again, touch it to open its menu, and then go to Options > Camera, and click the "Cam Type" button twice, then it finally goes back to the usual 'FollowCam' mode. This happens every time, at every region crossing, in every vehicle that uses the same creator's scripts, which seem to be most road vehicles. Most seem to be using the same scripts from the same creator, and they all do this for me when crossing regions. Is there any way to prevent this from happening? I'd like my vehicles to stay in 'FollowCam' mode, and not switch to what appears to be "SportCam" on every region crossing - Even though the menu still shows that I'm in FollowCam Mode, I have to push the Cam Type button twice to get the cam view back to where it's supposed to be. How can I prevent this from happening? I would also like to know if anyone else is experiencing this issue, or if anyone can recommend a vehicle creator that does not use karyn.vaher's scripts (preferable a GTFO-compatible vehicle creator). This cam issue is driving me insane and I would really like to know if there's a way to fix it, or if there are alternative vehicles that I can use that don't make use of these Cam-Type scripts that seem to break on every region crossing. Please help!
  2. I want to make a tank that seats two avatars. llAvatarOnLinkSitTarget(1) will drive the tank while llAvatarOnLinkSitTarget(2) will control the turret. I have separate scripts handle the driving and turret. The driving script only calls llRequestPermissions() on the driver avatar while the turret script only calls llRequestPermissions() on the turret avatar. I also add if-statements above all controls to make sure the key of the avatar's control is coming from the appropriate avatar. I'm clearly still missing something because both scripts still respond to the controls of both avatars. Can someone help me? Both scripts are in the same prim. The driver script has these pieces to handle control: llRequestPermissions(llAvatarOnLinkSitTarget(1), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_UP | CONTROL_DOWN, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(1) != NULL_KEY && n == llGetPermissionsKey()) { } } The turret script has these pieces: llRequestPermissions(llAvatarOnLinkSitTarget(2), PERMISSION_TAKE_CONTROLS); run_time_permissions(integer k) { if(k & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ML_LBUTTON, TRUE, FALSE); } } control(key n, integer l, integer e) { if(llAvatarOnLinkSitTarget(2) != NULL_KEY && n == llGetPermissionsKey()) { } }
  3. Quarantining for a year has a lot of people feeling like a caged animals. This makes me grateful to SL for providing a way to safely leave the house and hit the wide open, never ending road. I enjoy motorcycles, so have been doing a lot of cruising along SL's classic Route 1 and Route 8. Those older roads are often broken though, so I've also been rezzing my bikes in boat rez areas of Bellisseria and exploring SL's newest terrains. So my question: what roads would you recommend for driving (whatever your vehicle)? Two examples: visit this rez zone in SSPE1168 (wonder what the region's new name will be when the moles are finished building it?) and enjoy driving down the forested dirt roads along SL's new log homes. Great place to practice SL motorcycle steering! And if you enjoy dirt bikes or ATVs, the ocean floor has exactly the same landscape. Go to any boat rez zone like this one in Baxby Gulf and race along the dunes of the ocean floor. Where are your favorite places to ride?
  4. Hi, I've been using to try make a trolly to rezz and push, that can have one seated passenger. The vehicle script in the SL freebie Bus to Nowhere with explanations that has helped. I managed to tweak it to get the animated avatar in the right place, and to slow it down to walking pace. I also took out the engine sounds. For the passenger, I added a prim with an embedded sit pose. Linking everything seems to work. (Also probably good to mention the the freebie bus I mentioned contains another script to deal with region crossings.) Can someone help me adding to the script so that the avatar who pushes the trolly has a different animation when standing still. I already made both animations, and the walking one (or if it were a vehicle, the driver anim) works already. This is the script so far. I'm certain there's a way more elegant way to do it all, but I'm a total dummy at this and trying to learn Thanks! ----------------------------------------------- //Basic Motorcycle Script // // by Cory // commented by Ben //The new vehicle action allows us to make any physical object in Second Life a vehicle. This script is a good example of a // very basic vehicle that is done very well. integer loopsnd = 0; default { //There are several things that we need to do to define vehicle, and how the user interacts with it. It makes sense to // do this right away, in state_entry. state_entry() { //We can change the text in the pie menu to more accurately reflecet the situation. The default text is "Sit" but in // some instances we want you to know you can drive or ride a vehicle by sitting on it. The llSetSitText function will // do this. llSetSitText("Ride me!"); //Since you want this to be ridden, we need to make sure that the avatar "rides" it in a acceptable position // and the camera allows the driver to see what is going on. // //llSitTarget is a new function that lets us define how an avatar will orient itself when sitting. // The vector is the offset that your avatar's center will be from the parent object's center. The // rotation is bassed off the positive x axis of the parent. For this motorcycle, we need you to sit in a way // that looks right with the motorcycle sit animation, so we have your avatar sit slightly offset from the seat. llSitTarget(<-1.43, 0.045, 0.015>, ZERO_ROTATION); llSetCameraEyeOffset(<-9.0, -0.00, 4.0>); llSetCameraAtOffset(<3.0, 0.0, 2.0>); llSetVehicleFlags(-1); llSetVehicleType(VEHICLE_TYPE_CAR); llSetVehicleFlags(VEHICLE_FLAG_NO_FLY_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.3); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.3); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1); llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 2.0, 1000.0>); llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10.0, 10.0, 1000.0>); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.90); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.90); llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.05); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.1); } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, "Sorryyy but nice try! :D"); llUnSit(agent); llPushObject(agent, <0,0,20>, ZERO_VECTOR, FALSE); } else { llSetStatus(STATUS_PHYSICS, TRUE); llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS ); } } else { llSetStatus(STATUS_PHYSICS, FALSE); llReleaseControls(); llStopAnimation("sit"); } } } run_time_permissions(integer perm) { if (perm) { llStopAnimation("sit"); llStartAnimation("grannyWalkNew3"); llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE); } } control(key id, integer level, integer edge) { vector angular_motor; if (level & edge & CONTROL_FWD) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <2,0,0>); } else if ((edge & CONTROL_FWD) && ((level & CONTROL_FWD) == FALSE)) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>); loopsnd = 0; } else if (level & CONTROL_FWD) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <2,0,0>); } if(level & CONTROL_BACK) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-2,0,0>); } if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT)) { angular_motor.x += 100; angular_motor.z -= 100; } if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT)) { angular_motor.x -= 100; angular_motor.z += 100; } if(level & (CONTROL_UP)) { angular_motor.y -= 50; } llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor); } }
  5. Hello, I've been dabbling in the automotive community in Second Life for a while, among many other things; mostly classic cars as well as all sorts of nice modern vehicles I can find. I'm looking for luxury convertibles; most of the convertibles I find are either high-end performance supercars like Ferrari or Porsche, or classic cars, which I have plenty of, if not just normal, average vehicles that aren't particularly prestigious. I'm looking for things like a BMW, Mercedes-Benz, Audi or Lexus; cars that are more about luxury than performance. There seems to be many sedans and other vehicle types, everything except convertibles, which I prefer because my avatar is very tall and often clips through the roof. Also, I know I'm getting into supercar territory again, but where are all the Aston Martin and Bentley convertibles? If anyone can point out to me some vehicles, I would greatly appreciate it... ❤️ - Charlotte Sinclair
  6. This may be considert an "idiotic question" but i'm really curious- I'm working on a script that should make you able to sit on a poseball that is linked to other objects and move all of them, like if you were walking around "normaly". Do you NEED to use llVehicle functions, or can you use make it so the object can be attached to your avi and the object will still have functional poseballs? I hope this makes sense and thanks again for the help! This LSL scripting has really gotten me hooked during the Covid 19 crisis. ~Perg0
  7. hello! i am trying to make a script for vehicle which triggers an action by local chat command (on channel 0). but if its two or more same vehicles standing nearby - it will trigger them all? also if someone else says that command, they all will listen and be triggered? how to avoid it and make it listen to only owner's chat command and only the one i am sitting in?
  8. Hello. I'm wondering if there's a way to "trick" a vehicle script into "thinking" a driver is seated at all times...so that all passengers/sitters (including the "driver") can freely move positions and interact with the others through avsitter...and yet still have the vehicle operate as it should? Thank you!
  9. 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?
  10. Hello! how to make the plane begin to fall in accordance with the throttle (or speed)? the lower the gear, the faster the plane begins to fall, but with a certain gear, for example, a 50% fall stops. I tried due to gravity, but I did not see any aircraft with gravity greater than 1. and is it possible to set gravity using a script? I don’t know how such a mechanism works in modern airplane scripts, and scripts I have come across such an effect is missing. and the plane in zero throttle just freezes in the air and even flies backwards when reversed! Also, the plane takes off right even in first gear. how to make it take off at a certain speed and also fall at a certain speed, should it be the same action or two different?
  11. Hello! looking for a vice smg bullet script for vehicles. Does anyone know where to get it? there is a script for the gun to be worn, but i need it to work for the tank, i.e. when someone is sitting in it. is it possible and how difficult is it to remake such a script?
  12. Hello! my vehicle has a light system called from the menu. how to add to the script also the option to turn on the light when you click on a specific prim/face in the vehicle linkset? and how resource-consuming is this change? is it worth doing?
  13. Hello! I script a helicopter, it flies very well, but I would like it to fly a little faster. and also so that it flew forward, I constantly press the forward button W. when I release it, the helicopter flies a little forward, but stops pretty quickly. how to make it fly faster and continue to fly much longer ahead after releasing the key? and I don’t know if the parameters section or control affects this. help me please! Edit: And how to make that when i turn off the engine, the helicopter does not hang in the air, but falls to the ground? or maybe I want the impossible?
  14. anyone has skilled talent to script the Easy and Realistic Vehicle Script that applies on the cars,truck and van with NTBI GFS Fuel System Integration. with the low rpm decay like most GEMC Cars and the Euro Truck Simulator 2 Simulation Game. not TX Vehicles. and also. touchable dashboard support like the Shergood Aviation Helicopters with GPS Support. and It's had GTFO support as well these vehicle will be sold on sl marketplace. for profitable. any research needed to build the best vehicle ever made in SL. surpasssing the GEMC.
  15. Hello! Please help to add idle engine sound to the hover board script. There are start up, shut down, jump, prejump, land, brake sounds in it, but the most necessary one is missing. Any suggestions how to do this? I would like it to sound when the avatar sits on it after the start up sound and off after the shut down when the avatar gets up. I would appreciate any help!
  16. Hello! I need to add a dynamic camera to the vehicle script. How to do it? When I just add the parameters I get an error Script trying to set camera parameters but PERMISSION_CONTROL_CAMERA permission not set! Thats the vehicle camera i have: llSetCameraEyeOffset(<-10.0, 1.0, 3.0>); llSetCameraAtOffset(<0, 1.0, 0>); (Do I need to keep it?). I need to make it: llSetCameraParams([CAMERA_ACTIVE, TRUE, CAMERA_BEHINDNESS_ANGLE, 24.00, CAMERA_BEHINDNESS_LAG, 0.10, CAMERA_DISTANCE, 5.00, CAMERA_PITCH, 18.00, CAMERA_POSITION_LAG, 0.00, CAMERA_POSITION_THRESHOLD, 0.00, CAMERA_POSITION_LOCKED, FALSE, CAMERA_FOCUS_LAG, 0.00, CAMERA_FOCUS_THRESHOLD, 0.00, CAMERA_FOCUS_LOCKED, FALSE, CAMERA_FOCUS_OFFSET, <0.0, 0.0, 0.0> ]); What did i missed?
  17. Hi folks! What is the difference between non-public (owner only can drive) and public vehicle script? and how non-public to make public?
  18. Hello! I have a boat script, but when I stop it remains in the position in which it was at the time of the engine shutdown. How to make it aligned with the X and Y axes? I think it somehow related to llSetVehicleRotationParam. I found somewhere: rotation rot = llEuler2Rot(<0, 0, -PI_BY_TWO>); llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, rot); this will align the vehicle, but either i put it in wrong place or something else.
  19. Hello! I have a question about the vehicle (boat) script. This line allows the boat to lift its nose depending on the throttle. but something is wrong. the boat raises its nose at first gear and nothing else changes. lifting is not distributed evenly. on the other version of the boat, the nose lift angle was larger and then the distribution was uniform on all gears. Who can tell what it can be and what to change? I guess its some kind of math error made by me trying to decrease nose lift angle. setNose(integer ang) { if(ang<0) ang = 0; else if(ang>10) ang = 10; //50 llSetVehicleRotationParam (VEHICLE_REFERENCE_FRAME, llEuler2Rot( (vehicleRot+<0,ang*0.4,0>) * DEG_TO_RAD)); } The boat has 10 gears. Top speed is about 20 kts. Nose lift is 10 degrees.
  20. Hello! I came across a vehicles in which the sound comes not from the root prim but from another, for example from a motor. but at the same time in the motor prim, I did not find the script. How to make the sound go from not root prim and from child prim in a link set without an additional script?
  21. Hello! I build a vehicle and I have a question about physics shape. it will be a two-story bed and when I get up from the bed, it throws me up through the roof. How to make it not to throw up but push me inside? Any suggestions? all the other positions push me to the right way. I have an idea to make the roof not three cubic blocks but one continuous block curved in two places along the roof arc. What do you think will help? Does it depend on the thickness of the block? still get very thin.
  22. jaja2939

    Honda CR-Z

    This Car Will be great to bring into the SL with the GEMC Scripts by Beckhan Ra.
  23. Hello! I have a question for all users of TX Gear scripts. How to add a passenger seat and adjust the position? Please help. ................... SOLVED!
  24. Hello! I have a question for ACS/KCP users. I make a truck and it is very important that you can walk inside the body. I created a simplified cubic physical shape with hollow inside, when I upload a model, I press the analyze, and everything goes fine. But the body turns into a convex hull when used, and I cannot walk inside. I manually set it to prim, but after reload it goes back to convex hull. I asked a question in a group, but did not get an answer. Generally a very bad service, yes, there is a site with a description, but it feels like they left me alone. Author never responds. Maybe it is a somekind keyword? I am using "solid" and "mesh" keywords - no help. Or I am even ready to switch to the old version (I am on 7.02). I use the viewer without Open Sim, so I don’t think that's the point. Any suggestions?
  25. Hello! I need some help please! I'm trying to make a speedometer. Does anyone know what is the actual speed of the flight or walking avatar in the sl? I need to calibrate. I tried two speedometers at the same time they show different numbers. Thank you!
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