Added highlighting entries for new pathfinding constants, event, and functions.

This commit is contained in:
niel-archer 2012-02-24 21:13:03 +00:00
parent 79b6eba694
commit 95898d9027

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@ -365,6 +365,13 @@
Returns the cosine of thetaradians.
</Word>
<Word name="llCreateCharacter" status="beta">
void llCreateCharacter(list Options);
Creates a path-finding entity, known as a "character", from the object containing the script. Required to activate use of path-finding functions.
Options is a list of key/value pairs.
</Word>
<Word name="llCreateLink">
llCreateLink(key target, integer parent);
@ -375,6 +382,12 @@
<Argument name="parent" wild="TRUE|FALSE" />
</Word>
<Word name="llDeleteCharacter" status="beta">
void llDeleteCharacter();
Convert the current link-set back to a standard object, removing all path-finding properties.
</Word>
<Word name="llDeleteSubList">
list llDeleteSubList(list src, integer start, integer end);
@ -619,12 +632,38 @@
Returns the rotation represented by Euler Angle vec.
</Word>
<Word name="llEvade" status="beta">
void llEvade(key TargetID, list Options);
Characters will (roughly) try to hide from their pursuers if there is a good hiding spot along their fleeing path. Hiding means no direct line of sight from the head of the character (centre of the top of its physics bounding box) to the head of its pursuer and no direct path between the two on the navigation-mesh.
<Argument name="TargetID" type="key">Agent or object to evade.</Argument>
<Argument name="Options" type="list">No options yet.</Argument>
</Word>
<Word name="llExecCharacterCmd" status="beta">
void llExecCharacterCmd(integer Command, list Options);
Send a command to the path system.
Currently only supports stopping the current path-finding operation or causing the character to jump.
<Argument name="Command" type="integer" wild="CHARACTER_CMD_STOP|CHARACTER_CMD_JUMP">Command to send.</Argument>
<Argument name="Options" type="list">Height for CHARACTER_CMD_JUMP.</Argument>
</Word>
<Word name="llFabs">
float llFabs(float val);
Returns the absolute value of val.
</Word>
<Word name="llFleeFrom" status="beta">
void llFleeFrom(vector Source, float Distance, list Options);
Directs a character (llCreateCharacter) to keep away from a defined position in the region or adjacent regions.
<Argument name="Source" type="vector" status="beta">Global coordinate from which to flee.</Argument>
<Argument name="Distance" type="float" status="beta">Distance in meters to flee from the source.</Argument>
<Argument name="Options" type="list" status="beta">No options available at this time.</Argument>
</Word>
<Word name="llFloor">
integer llFloor(float val);
@ -741,6 +780,14 @@
Returns the center of mass of the root object.
</Word>
<Word name="llGetClosestNavPoint" status="beta">
list llGetClosestNavPoint(vector Point, list Options);
The function accepts a point in region-local space (like all the other path-finding methods) and returns either an empty list or a list containing a single vector which is the closest point on the navigation-mesh to the point provided.
<Argument name="Point" type="vector">A point in region-local space.</Argument>
<Argument name="Options" type="list">No options at this time.</Argument>
</Word>
<Word name="llGetColor">
vector llGetColor(integer face);
@ -1869,6 +1916,14 @@
A tau of 0.0 stops the critical damping.
</Word>
<Word name="llNavigateTo" status="beta">
void llNavigateTo(vector Location, list Options);
Directs an object to travel to a defined position in the region or adjacent regions.
<Argument name="Location" type="vector">Region coordinates for the character to navigate to.</Argument>
<Argument name="Options" type="list">List of parameters to control the type of path-finding used. Currently only FORCE_DIRECT_PATH supported.</Argument>
</Word>
<Word name="llOffsetTexture">
llOffsetTexture(float offset_s, float offset_t, integer face);
@ -1979,6 +2034,14 @@
</Argument>
</Word>
<Word name="llPatrolPoints" status="beta">
void llPatrolPoints(list Points, list Options);
Sets the points for a character (llCreateCharacter) to patrol along.
<Argument name="Points" type="list">A list of vectors for the character to travel through sequentially. The list must contain at least two entries.</Argument>
<Argument name="Options" type="list">No options available at this time.</Argument>
</Word>
<Word name="llPlaySound">
llPlaySound(string sound, float volume);
@ -2027,6 +2090,14 @@
Preloads sound from object inventory on nearby viewers.
</Word>
<Word name="llPursue" status="beta">
void llPursue(key TargetID, list Options);
Causes the character (llCharacter) to pursue the target defined by TargetID.
<Argument name="TargetID" type="key">Agent or object to pursue.</Argument>
<Argument name="Options" type="list" wild="PURSUIT_OFFSET|REQUIRE_LINE_OF_SIGHT|PURSUIT_INTERCEPT|PURSUIT_FUZZ_FACTOR">Parameters for pursuit.</Argument>
</Word>
<Word name="llPushObject">
llPushObject(key id, vector impulse, vector angular_impulse, integer local);
@ -2347,7 +2418,7 @@
</Word>
<Word name="llSay">
llSay(integer channel, string text);
void llSay(integer channel, string text);
<font color="red">Say text on channel.</font>
Channel 0 is the public chat channel that all
avatars see as chat text. Channels 1 to 2,147,483,648 are private
@ -2638,7 +2709,7 @@
Request iLimit bytes to be reserved for this script. This function has no effect if the script is running in the LSO VM.
Return TRUE or FALSE indicating whether the limit was set successfully.
<Arguemnt name="iLimit">The amount to reserve, which must be less than the allowed maximum (currently 64KB) and not already have been exceeded.</Arguemnt>
<Argument name="iLimit">The amount to reserve, which must be less than the allowed maximum (currently 64KB) and not already have been exceeded.</Argument>
</Word>
<Word name="llSetObjectDesc">
@ -3128,6 +3199,13 @@
owner, the agent is forced to stand up.
</Word>
<Word name="llUpdateCharacter" status="beta">
void llUpdateCharacter(list Options);
Updates settings for a character.
<Argument name="Options" type="list">Character configuration options. Takes the same constants as llCreateCharacter().</Argument>
</Word>
<Word name="llVecDist">
float llVecDist(vector a, vector b);
@ -3162,6 +3240,15 @@
</Argument>
</Word>
<Word name="llWanderWithin" status="beta">
void llWanderWithin(vector Origin, float Distance, list Options);
Sets a character to wander about a central spot within a specified radius.
<Argument name="Origin" type="vector">Central point to wander about.</Argument>
<Argument name="Distance" type="float">How far (radius) the character may wander from origin.</Argument>
<Argument name="Options" type="list">No options available at this time.</Argument>
</Word>
<Word name="llWater">
float llWater(vector offset);
@ -3401,6 +3488,13 @@
passed in from the call to llRezObject.
</Word>
<Word name="path_update" args="integer Type, list Reserved" status="beta">
path_update(integer Type, list Reserved)
This event is called to inform the script of changes within the object's path-finding status.
<Argument name="Type">One of the PU* (Path Update) constants.</Argument>
</Word>
<Word name="remote_data" args="integer event_type,key channel,key message_id,string sender,integer idata,string sdata">
remote_data(integer event_type, key channel, key message_id, string sender, integer idata, string sdata);
@ -4556,6 +4650,36 @@
</Word>
</WordsSubsection>
<WordsSubsection name="C.25. Character constants">
<Word name="AVOID_CHARACTERS" type="integer" value="" status="beta"></Word>
<Word name="AVOID_DYNAMIC_OBSTACLES" type="integer" value="" status="beta"></Word>
<Word name="CHARACTER_AVOIDANCE_MODE" type="integer" value="" status="beta">Allows you to specify that a character should not try to avoid other characters, should not try to avoid dynamic obstacles (relatively fast moving objects and avatars), or both.</Word>
<Word name="CHARACTER_CMD_JUMP" type="integer" value="0x01" status="beta">Makes the character jump. Requires an additional parameter, the height to jump, between 0.1m and 2.0m. This must be provided as the first element of the llExecCharacterCmd option list.</Word>
<Word name="CHARACTER_CMD_STOP" type="integer" value="0x00" status="beta">Stops any current pathfinding operation.</Word>
<Word name="CHARACTER_DESIRED_SPEED" type="integer" value="1" status="beta">Speed of pursuit in meters per second.</Word>
<Word name="CHARACTER_LENGTH" type="integer" value="3" status="beta">Set collision capsule length - cannot be less than two times the radius.</Word>
<Word name="CHARACTER_TYPE" type="integer" value="" status="beta">Specifies which walk-ability coefficient will be used by this character.</Word>
<Word name="CHARACTER_MAX_ACCEL" type="integer" value="" status="beta">The character's maximum acceleration rate.</Word>
<Word name="CHARACTER_MAX_ANGULAR_ACCEL" type="integer" value="" status="beta">The character's maximum angular acceleration about the Z axis.</Word>
<Word name="CHARACTER_MAX_ANGULAR_SPEED" type="integer" value="" status="beta">The character's maximum angular speed about the Z axis.</Word>
<Word name="CHARACTER_MAX_DECEL" type="integer" value="" status="beta">The character's maximum deceleration rate.</Word>
<Word name="CHARACTER_RADIUS" type="integer" value="2" status="beta">Set collision capsule radius.</Word>
<Word name="CHARACTER_TURN_SPEED_MULTIPLIER" type="integer" value="" status="beta">When a character has to make certain kinds of turns, this value is multiplied by the character's desired speed and the character is slowed down to the new value before being allowed to turn.</Word>
<Word name="CHARACTER_TYPE_A" type="integer" value="" status="beta" />
<Word name="CHARACTER_TYPE_B" type="integer" value="" status="beta" />
<Word name="CHARACTER_TYPE_C" type="integer" value="" status="beta" />
<Word name="CHARACTER_TYPE_D" type="integer" value="" status="beta" />
<Word name="CHARACTER_TYPE_NONE" type="integer" value="" status="beta" />
<Word name="PURSUIT_INTERCEPT" type="integer" value="4" status="beta">Define whether the character attempts to predict the target's location.</Word>
<Word name="PURSUIT_FUZZ_FACTOR" type="integer" value="" status="beta">Selects a random destination near the offset.</Word>
<Word name="PURSUIT_OFFSET" type="integer" value="1" status="beta">Go to a position offset from the target.</Word>
<Word name="REQUIRE_LINE_OF_SIGHT" type="integer" value="2" status="beta">Define whether the character needs a line-of-sight to give chase.</Word>
<Word name="TRAVERSAL_TYPE" type="integer" value="" status="beta">One of TRAVERSAL_TYPE_FAST, TRAVERSAL_TYPE_SLOW, and TRAVERSAL_TYPE_NONE.</Word>
<Word name="TRAVERSAL_TYPE_NONE" type="integer" value="" status="beta" />
<Word name="TRAVERSAL_TYPE_FAST" type="integer" value="" status="beta" />
<Word name="TRAVERSAL_TYPE_SLOW" type="integer" value="" status="beta" />
</WordsSubsection>
<WordsSubsection name="C.99. Miscellaneous constants.">
Constants that do not fit into any of the previously defined categories.
<Word name="CAMERA_ACTIVE" />
@ -4614,6 +4738,7 @@
<Word name="ESTATE_ACCESS_BANNED_AGENT_ADD" value="64">Add the agent to this estate's Banned residents list.</Word>
<Word name="ESTATE_ACCESS_BANNED_AGENT_REMOVE" value="128">Remove the agent from this estate's Banned residents list.</Word>
<Word name="FORCE_DIRECT_PATH" type="integer" value="" status="beta"></Word>
<Word name="FRICTION">Used with llSetPhysicsMaterial to enable the friction value. Must be between 0.0 and 255.0</Word>
<Word name="GRAVITY_MULTIPLIER" value="8">Used with llSetPhysicsMaterial to enable the gravity multiplier value. Must be between -1.0 and +28.0</Word>
@ -4882,6 +5007,17 @@
<Word name="PROFILE_NONE">Disables profiling</Word>
<Word name="PROFILE_SCRIPT_MEMORY">Enables memory profiling</Word>
<Word name="PU_EVADE_HIDDEN" type="integer" value="0x07" status="beta">Triggered when an llEvade character thinks it has hidden from its pursuer.</Word>
<Word name="PU_EVADE_SPOTTED" type="integer" value="0x08" status="beta">Triggered when an llEvade character switches from hiding to running</Word>
<Word name="PU_FAILURE_INVALID_GOAL" type="integer" value="0x03" status="beta">Goal is not on the navigation-mesh and cannot be reached.</Word>
<Word name="PU_FAILURE_INVALID_START" type="integer" value="0x02" status="beta">Character cannot navigate from the current location - e.g., the character is off the navmesh or too high above it.</Word>
<Word name="PU_FAILURE_NO_VALID_DESTINATION" type="integer" value="0x06" status="beta">There's no good place for the character to go - e.g., it is patrolling and all the patrol points are now unreachable.</Word>
<Word name="PU_FAILURE_OTHER" type="integer" value="" />
<Word name="PU_FAILURE_TARGET_GONE" type="integer" value="0x05" status="beta">Target (for llPursue or llEvade) can no longer be tracked - e.g., it left the region or is an avatar that is now more than about 30m outside the region.</Word>
<Word name="PU_FAILURE_UNREACHABLE" type="integer" value="0x04" status="beta">Goal is no longer reachable for some reason - e.g., an obstacle blocks the path.</Word>
<Word name="PU_GOAL_REACHED" type="integer" value="0x01" status="beta">Character has reached the goal and will stop or choose a new goal (if wandering).</Word>
<Word name="PU_SLOWDOWN_DISTANCE_REACHED" type="integer" value="0x00" status="beta">Character is near current goal.</Word>
<Word name="PUBLIC_CHANNEL">
PUBLIC_CHANNEL is an integer constant that, when passed to
llSay, llWhisper, or llShout as a channel parameter,