float movebump = 0.1;
float maxspeed = 0.42;
float minspeed = 0.02;
float speeddiff = 0.02;
// http://lslwiki.net/lslwiki/wakka.php?wakka=llApplyImpulse
default
{
state_entry()
{
llSetTimerEvent(0.5); // generate a timer event every 1 second
}
timer()
{
vector ra = <llfrand(movebump),llfrand(movebump),llfrand(movebump)>;
//llOwnerSay("ball moving "+(string)ra);
//llOwnerSay("ball moving mag "+(string)llVecMag(ra));
vector vel = llGetVel();
float velmag = llVecMag(vel);
if ( (velmag>0) && (velmag>maxspeed) )
{
//llOwnerSay("oldvelmag = "+(string)llVecMag(vel));
// need to slow the ball
float magdev = maxspeed / velmag;
vel = vel * magdev;
llApplyImpulse(llGetMass()*vel,FALSE);
//llOwnerSay("newvelmag = "+(string)llVecMag(vel));
}
else if ((velmag==0) (velmag<minspeed)) ra="<llFrand(movebump),llFrand(movebump),llFrand(movebump)>;
//llOwnerSay("ball moving "+(string)ra);
//llOwnerSay("ball vel 0 move bump = "+(string)llVecMag(ra));
// give the ball a little wiggle
llPushObject(llGetKey(), ra, <0,0,0>, FALSE);
//llOwnerSay("push mag = "+(string)llVecMag(ra));
}
}
}
Tuesday, July 1, 2008
Second LIfe Physics Scripting - Pinball #5 - Fix Sticky Ball
The problem with the automatic ball moving script was the granularity of the timer event. Once I fixed that (dropped it to 0.01) it when haywire like I expected it would because I was never letting it slow down. I changed it to have a minimum speed and back off the timer to ever half second. This is what I ended up with.
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