From f89b3ecc880cbe47f9b18967ecbd6a7814c9a8fc Mon Sep 17 00:00:00 2001 From: Ima Mechanique Date: Sun, 13 May 2012 09:58:07 +0100 Subject: [PATCH] Added/Removed/Renamed path-finding constants. --- trunk/Resource/ConfLSL.xml | 33 +++++++++++++++++++++++---------- 1 file changed, 23 insertions(+), 10 deletions(-) diff --git a/trunk/Resource/ConfLSL.xml b/trunk/Resource/ConfLSL.xml index 5195f74..188c304 100644 --- a/trunk/Resource/ConfLSL.xml +++ b/trunk/Resource/ConfLSL.xml @@ -4640,29 +4640,41 @@ 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. 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. + Stops any current pathfinding operation. Speed of pursuit in meters per second. + The character's maximum speed while turning--note that this is only loosely enforced (i.e., a character may turn at higher speeds under certain conditions). Set collision capsule length - cannot be less than two times the radius. - Specifies which walk-ability coefficient will be used by this character. - The character's maximum acceleration rate. - The character's maximum angular acceleration about the Z axis. - The character's maximum angular speed about the Z axis. - The character's maximum deceleration rate. + The character's maximum acceleration rate. + The character's maximum deceleration rate. + The character's maximum speed. + The character's turn radius when travelling at CHARACTER_MAX_TURN_SPEED. + Valid options are: VERTICAL, HORIZONTAL. Set collision capsule radius. - 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. + Specifies which walk-ability coefficient will be used by this character. - Selects a random destination near the offset. - Define whether the character attempts to predict the target's location. - Go to a position offset from the target. - Define whether the character needs a line-of-sight to give chase. + Makes character navigate in a straight line toward pos. May be set to TRUE or FALSE. + + + One of TRAVERSAL_TYPE_FAST, TRAVERSAL_TYPE_SLOW, and TRAVERSAL_TYPE_NONE. + + Selects a random destination near the offset. + Define whether the character attempts to predict the target's location. + Go to a position offset from the target. + Define whether the character needs a line-of-sight to give chase. + + + The character's maximum angular acceleration about the Z axis. + The character's maximum angular speed about the Z axis. + @@ -5001,6 +5013,7 @@ Triggered when an llEvade character switches from hiding to running Goal is not on the navigation-mesh and cannot be reached. Character cannot navigate from the current location - e.g., the character is off the navmesh or too high above it. + This is a fatal error reported to a character when there is no navmesh for the region. This usually indicates a server failure and users should file a bug report and include the time and region in which they received this message. There's no good place for the character to go - e.g., it is patrolling and all the patrol points are now unreachable. 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.