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llSetVehicleFlags
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**##llSetVehicleFlags([[integer]] flag)##** ##llSetVehicleFlags## sets special [[vehicles vehicle]] behaviors. There are a few aspects of vehicle behavior that are not defined in the [[parameter parameters]] which help define special cases such as vehicles that can only hover over water, or can not motor vertically. The correct vehicle flag settings go a long way toward creating a good vehicle. Like the vehicle parameters, these should be set after a vehicle type is defined. Multiple flags can be set at once by [[OR]]ing them together. Flags can be removed using ##[[llRemoveVehicleFlags]]##. Flag constants: |||c **Constant** || **Value** || **Description** || || ##VEHICLE_FLAG_NO_DEFLECTION_UP## || 1 || Prevents linear deflection parallel to world-z [[axis]] || || ##VEHICLE_FLAG_LIMIT_ROLL_ONLY## || 2 || Removes vertical attraction for changes in vehicle pitch || || ##VEHICLE_FLAG_HOVER_WATER_ONLY## || 4 || Hover only pays attention to [[llWater water]] level || || ##VEHICLE_FLAG_HOVER_TERRAIN_ONLY## || 8 || Hover only pays attention to [[land terrain]] height || || ##VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT## || 16 || Hover only pays attention to [[global]] height || || ##VEHICLE_FLAG_HOVER_UP_ONLY## || 32 || Hover only pushes up || || ##VEHICLE_FLAG_LIMIT_MOTOR_UP## || 64 || Prevents ground vehicles from motoring into the sky || || ##VEHICLE_FLAG_MOUSELOOK_STEER## || 128 || Makes vehicle try to turn toward [[mouselook]] direction || || ##VEHICLE_FLAG_MOUSELOOK_BANK## || 256 || Makes vehicle try to turn toward mouselook direction assuming banking is enabled || || ##VEHICLE_FLAG_CAMERA_DECOUPLED## || 512 || Causes the [[camera]] look-at axis to NOT move when the vehicle [[rotation rotates]] ||| Examples: %%(lsl) // Set the vehicle to hover at a global height instead of over terrain. llSetVehicleFlags(VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); //Turn off vertical deflection and motors llSetVehicleFlags(VEHICLE_FLAG_LIMIT_MOTOR_UP | VEHICLE_FLAG_NO_DEFLECTION_UP); //Remove all the flags llRemoveVehicleFlags(-1); %% **Retired Names:** |||c **Old Name** || **New Name** || || ##VEHICLE_FLAG_NO_FLY_UP## || ##VEHICLE_FLAG_NO_DEFLECTION_UP##||| ---- From the [[SL]] 1.4 Preview Notes (very out of date) //Andrew [[Linden]] posted:// **Mouselook control of vehicles in 1.4** (One benefit of this feature is that, when used with a "decoupled camera" (see below), it should make vehicles much easier to steer, especially for people with bad [[client]]-side FPS.) Setting the new ##VEHICLE_FLAG_MOUSELOOK_STEER## flag will change the meaning of the ##VEHICLE_ANGULAR_MOTOR_DIRECTION##: 1) When in mouselook the vehicle will try to turn such that it points in the same direction as your camera. The motor's speed about each axis is scaled by the components of ##VEHICLE_ANGULAR_MOTOR_DIRECTION## parameter. That is, if you want the angular motor to ONLY swing the vehicle left and right (rotations about the vehicle's z-axis) then you might set it to something like <0,0,5> which would zero the x- and y-components of the motor (roll and pitch) while [[scale scaling]] the z-component (yaw) by 5. So if the mouse is looking [[PI]]/4 [[radian radians]] to the left, then the motor would try to rotate the vehicle at 5*PI/4 radians/second about its z-axis. 1) The ##VEHICLE_ANGULAR_MOTOR_TIMESCALE## is still in effect, so if you want to make the vehicle responsive, set it to a short timescale, and if you want the vehicle to be sluggish then set it to something long. However, ##VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE## has no meaning when using "mouselook steer". There is also a new flag called ##VEHICLE_FLAG_MOUSELOOK_BANK##. Basically it is the same as the ##_STEER## flag, except it interprets "yaw" as input for "roll". Combined with banking behavior the vehicle should bank left when you mouse left. Note: when setting the motor direction using ##_MOUSELOOK_BANK## flag the components of the motor direction scale the speed after the rotation of the input. So if you wanted to limit the angular motor to only "roll" (no pitch) you would set the angular motor to something like <5,0,0>. Also note: By default the mouselook direction WILL CHANGE when the vehicle you are sitting on moves. So when you move the mouse away from center the vehicle will continue to turn until you center the mouse again. To disconnect the mouslook camera from the vehicle's rotation you need to also set the ##VEHICLE_FLAG_CAMERA_DECOUPLED## flag. I think most of you will want to enable this flag when using mouse control of vehicles. Right now the mouselook mode only works when in mouselook, so when you go out of mouselook the vehicle will no longer be steerable. This is one of the things I'll try to fix before 1.4's actual release. Also, Richard Linden wants to make mouse countrols work when in a 3rd person view, but he probably won't get that in for 1.4 before release. Probably in a patch. ---- [[vehicles]] | [[functions]]
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