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NEED TRAVELING SCRIPT

Posted: Mon Jan 01, 2024 6:22 am
by Gregg Legendary
I have many animesh flying birds ready to go...however i require a script to move them around the sims, preferable one users can tell the birds where to fly... i will pay
Gregg

Re: NEED TRAVELING SCRIPT

Posted: Thu Jan 04, 2024 2:53 pm
by Chris Namaste
wishing you GOOD LUCK finding someone that can give-sell it to you gregg,

writing this here to keep the topic 'up' as well :)

Re: NEED TRAVELING SCRIPT

Posted: Thu Jan 04, 2024 9:17 pm
by Baroun Tardis
Gregg Legendary wrote:
Mon Jan 01, 2024 6:22 am
I have many animesh flying birds ready to go...however i require a script to move them around the sims, preferable one users can tell the birds where to fly... i will pay
Gregg
Are you talking about a list of places in a sim, where the user can say "Go home!" or "Go to the store!" and they go there?

Re: NEED TRAVELING SCRIPT

Posted: Sun Jan 07, 2024 9:17 am
by Gusher Castaignede
If you haven't got someone yet please send me more details to brainstorm...
preferably on discord where discussions are logged and saved live...
RamsesTosh#1191
Gregg Legendary wrote:
Mon Jan 01, 2024 6:22 am
I have many animesh flying birds ready to go...however i require a script to move them around the sims, preferable one users can tell the birds where to fly... i will pay
Gregg

Re: NEED TRAVELING SCRIPT

Posted: Tue Jan 09, 2024 1:42 am
by Gregg Legendary
Let me refine my request a bit...
I need a script for my critters that a user who buys or receives my critter can set home, then set points to go to eventually returning home.

Re: NEED TRAVELING SCRIPT

Posted: Tue Jan 09, 2024 4:03 am
by Gusher Castaignede
More details..... an object that returns home.... that's all?
An object that responds by receiving commands?
What causes the objects to wander off and get lost?

Every detail matters for coding good...
Gregg Legendary wrote:
Tue Jan 09, 2024 1:42 am
Let me refine my request a bit...
I need a script for my critters that a user who buys or receives my critter can set home, then set points to go to eventually returning home.

Re: NEED TRAVELING SCRIPT

Posted: Tue Jan 09, 2024 8:46 am
by Gregg Legendary
The script I currently tried to use that worked in IWZ and still works in SL, just uses setpos to define a set pattern. I works in OS grids however over time it drifts where that pattern is because as I'm informed by coders when they wrote to OS to include VAR regions there's an error in the maths that causes such moving things to drift over time. I am told this will likely NEVER be fixed. Knowing Ubit's coding behavior I kinda believe this. So i figure the only way to guarantee they don't drift is to set a home point. define coordinates along the way and them make it return home at the end of those coordinates. Generally the best way I've seen this done is using dialogue boxes that write the information to notecard. Excuse me if not very clear, I am very Ill and my mind isn't as sharp as it used to be.
Gregg

Re: NEED TRAVELING SCRIPT

Posted: Tue Jan 09, 2024 1:08 pm
by Christine Nyn
If drift occurs over time that suggests that the script you mention is using relative offsets to move from one position to the next. Rounding errors would then cause drift. You could avoid that entirely by making your waypoints absolute sim coordinates and using llSetRegionPos instead of llSetPos.
Your point about a start position is valid as that allows a bird for example to be rezzed and then flutter around a path that does not stray too far from its origin. The way to do that is most probably to use the start position, calculate the the resultant absolute waypoints and read them into a list, then simply use the list with suitable time delays to move the bird. the only thing i would add there is to NOT use llSleep in any way to get your delays.
Better than taking the SetPos route would be to use the generated waypoints list to drive a series of llKeyFramedMotion shifts as then you could get smooth timed movement between waypoints. That would give you almost zero drift.