OsNpcMoveTo

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{{osslfunc|
+
{{osslfunc
threat_level = High
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|threat_level=High
|
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|permissions=${OSSL|osslNPC}
function_syntax = <source lang="lsl">
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|delay=0
osNpcMoveTo(key npc, vector position);
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|function_syntax=osNpcMoveTo(key npc, vector position)
 +
|description=* Moves '''npc''' to the '''position'''.
 +
|ossl_example=<source lang="lsl">
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//
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// osNpcMoveTo Script Exemple
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// Author: djphil
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//
 +
 
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key npc;
 +
 
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default
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{
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    state_entry()
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    {
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        llSay(PUBLIC_CHANNEL, "Touch to see osNpcMoveTo usage.");
 +
    }
 +
 
 +
    touch_start(integer number)
 +
    {
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        key toucher = llDetectedKey(0);
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        vector npcPos = llGetPos() + <-5.0, -1.0, 1.0>;
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        osAgentSaveAppearance(toucher, "appearance");
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        npc = osNpcCreate("ImYour", "Clone", npcPos, "appearance");
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        state hasNPC;
 +
    }
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}
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state hasNPC
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{
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    state_entry()
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    {
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        llSetTimerEvent(5.0);
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    }
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    timer()
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    {
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        llSetTimerEvent(0.0);
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        osNpcSay(npc, "Hello world!");
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        osNpcMoveTo(npc, llGetPos() + <5.0, -1.0, 0.0>);
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    }
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    touch_start(integer number)
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    {
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        llSetTimerEvent(0.0);
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        osNpcSay(npc, "Goodbye!");
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        osNpcRemove(npc);
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        npc = NULL_KEY;
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        state default;
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    }
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}
 
</source>
 
</source>
|
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|additional_info=
ossl_example =
+
|
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additional_info =  
+
|
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}}
 
}}
 +
'''See Also:'''
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* [[osNpcMoveTo]]
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* [[osNpcMoveToTarget]]
 +
* [[osNpcStopMoveToTarget]]

Latest revision as of 10:02, 3 December 2020

osNpcMoveTo(key npc, vector position)
  • Moves npc to the position.
Threat Level High
Permissions ${OSSL|osslNPC}
Delay 0 seconds
Example(s)
//
// osNpcMoveTo Script Exemple
// Author: djphil
//
 
key npc;
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osNpcMoveTo usage.");
    }
 
    touch_start(integer number)
    {
        key toucher = llDetectedKey(0);
        vector npcPos = llGetPos() + <-5.0, -1.0, 1.0>;
        osAgentSaveAppearance(toucher, "appearance");
        npc = osNpcCreate("ImYour", "Clone", npcPos, "appearance");
        state hasNPC;
    }
}
 
state hasNPC
{
    state_entry()
    {
        llSetTimerEvent(5.0);
    }
 
    timer()
    {
        llSetTimerEvent(0.0);
        osNpcSay(npc, "Hello world!");
        osNpcMoveTo(npc, llGetPos() + <5.0, -1.0, 0.0>);
    }
 
    touch_start(integer number)
    {
        llSetTimerEvent(0.0);
        osNpcSay(npc, "Goodbye!");
        osNpcRemove(npc);
        npc = NULL_KEY;
        state default;
    }
}


See Also:

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