She took about ten minutes out of her schedule on Sunday to look at my code and quickly gave me a working script! The camera even follows behind with some flexibility, it doesn't RIGIDLY stay behind the sub which gives it more the illusion of free motion as the vehicle moves. I really like how it looks, especially with the first submarine being roughly shaped like a manta ray.
Showing posts with label scripting. Show all posts
Showing posts with label scripting. Show all posts
Tuesday, September 25, 2007
(OOC) A submarine that works!
Thanks to a wonderful fellow Caledonian (thank you again, Kandace Commons!), I now have a working submarine! Turns out, I cannot use a modified air flight script, even with hover ability, as it negates some of the flags like HOVER_HEIGHT_GLOBAL, which means I cannot cap altitude at the water level (with llWater() )...it just ignored it completely.
She took about ten minutes out of her schedule on Sunday to look at my code and quickly gave me a working script! The camera even follows behind with some flexibility, it doesn't RIGIDLY stay behind the sub which gives it more the illusion of free motion as the vehicle moves. I really like how it looks, especially with the first submarine being roughly shaped like a manta ray.
She took about ten minutes out of her schedule on Sunday to look at my code and quickly gave me a working script! The camera even follows behind with some flexibility, it doesn't RIGIDLY stay behind the sub which gives it more the illusion of free motion as the vehicle moves. I really like how it looks, especially with the first submarine being roughly shaped like a manta ray.
Saturday, September 1, 2007
(OOC) Its a Submarine, sort of
OK, finally got it to where it works...for the most part. Having a LOT of dificulty capping the unit at surface level. If I try to prevent it from applying impulses via the linear.z props (setting it to 0 or -n when Altitude > water) results it in it slamming straight to the bottom... No idea why changing linear.z +=12; to +=0; causes it to slam to the bottom.

So I decided to use llMoveToTarget. Like most of LL functions, its nearly useless except for one or two SPECIFIC and LIMITED applications (like things that follow set courses)...you can't move it to ONE specified axis, oh no...have to do the whole XYZ. AND add in the joy it doesn't just move it to the coords and stop, it moves it to the coords AND KEEPS IT THERE until you issue the llStopMoveToCoordinates command. LL has a knack for making commands useless.
So on the surface it stutters....for some reason, even with a buoyancy that causes it to sink when stationary, it CLIMBS when moving forward or backward, making it hit the limit and stutter as its pushed back down. Underwater, it runs fine...just suface level motion is not good.

So I decided to use llMoveToTarget. Like most of LL functions, its nearly useless except for one or two SPECIFIC and LIMITED applications (like things that follow set courses)...you can't move it to ONE specified axis, oh no...have to do the whole XYZ. AND add in the joy it doesn't just move it to the coords and stop, it moves it to the coords AND KEEPS IT THERE until you issue the llStopMoveToCoordinates command. LL has a knack for making commands useless.
So on the surface it stutters....for some reason, even with a buoyancy that causes it to sink when stationary, it CLIMBS when moving forward or backward, making it hit the limit and stutter as its pushed back down. Underwater, it runs fine...just suface level motion is not good.
Monday, July 30, 2007
(OOC) Submarines in SL, or how to build an LSL-powered anchor
I spent part of the evening banging away at making a submarine...which is a complete waste of time at my programming skill level. I have made a couple hulls, but for the life of me cannot figure out how to code the miserable things to A) Not fly and B) not sink like a rock when rezzed.
I did find a few posts with ideas on the old forums, tried them, modifying a basic boat script that I have used in the past....I make the most excellent anchors. These things sink faster than the CSS Hunley (nicknamed 'the floating coffin'). There are all sorts of car, boat and plane freebie scripts, and even full-permission for-pay scripts (like the Drifting Thoughs car scripts) but people treat a submarine script like its gold plated! I haven't found one anywhere....at this point, I'd buy a working one that was full permission (to allow for resale of the finished product) and be done with it!
If by some miracle someone reads this, and knows where I can buy a submarine script that actually works, PLEASE let me know here or ingame!
I did find a few posts with ideas on the old forums, tried them, modifying a basic boat script that I have used in the past....I make the most excellent anchors. These things sink faster than the CSS Hunley (nicknamed 'the floating coffin'). There are all sorts of car, boat and plane freebie scripts, and even full-permission for-pay scripts (like the Drifting Thoughs car scripts) but people treat a submarine script like its gold plated! I haven't found one anywhere....at this point, I'd buy a working one that was full permission (to allow for resale of the finished product) and be done with it!
If by some miracle someone reads this, and knows where I can buy a submarine script that actually works, PLEASE let me know here or ingame!
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