[Opensim-users] Avatar movement while falling

R.Gunther rigun at rigutech.nl
Fri Jul 5 13:34:27 UTC 2013


Just done a quick test with 0.7.6dev bulletsim from 3000 meters and it 
works same as in sl.
When your falling down you can slowly navigate the avatar over the sim 
when still falling.
I see that on the minimap. SO. on 0.7.6dev version i use with bulletsim 
it works fine.

On 2013-07-05 15:07, Sarge Misfit wrote:
> I've always been able to 'glide' using the arrow keys while falling, 
> but it is a bit difficult to notice while you are doing so, especially 
> at high elevation (you can't see the ground). I do use Mouselook, 
> though, and I look towards where I'm falling to guide myself.
>
> On Fri, Jul 5, 2013 at 5:31 AM, Melanie <melanie at t-data.com 
> <mailto:melanie at t-data.com>> wrote:
>
>     Scripting it is the proper way to do this.
>
>     - Melanie
>
>     On 05/07/2013 12:10, dogwomble at exemail.com.au
>     <mailto:dogwomble at exemail.com.au> wrote:
>     > Hey all,
>     >
>     > I thought i'd pose this question here because it's really
>     causing me to
>     > scratch my head.
>     >
>     > I'm running in OpenSim 0.7.5 with the ODE physics engine.  I'm
>     working on
>     > a parachute-style project, which will require you to move your
>     avatar with
>     > the normal controls (eg. arrow keys) while your avatar is
>     falling.  At the
>     > moment it seems that arrow keys have no effect when falling, you
>     basically
>     > have to hit the Home button to start flying otherwise you'll
>     just fall
>     > straight down.
>     >
>     > I have had the same results with a different viewer, so it
>     doesn't seem to
>     > be an issue with any particular viewer.  I also get the effect I
>     want
>     > using the "other" grid.
>     >
>     > I'm wondering if anyone has come across (and solved) this issue
>     in the
>     > past, and if so what is the best way to get the effect I want.  I've
>     > considered trying to take controls within the script and
>     basically script
>     > movement, however I'm not sure that will be the most appropriate
>     solution.
>     >
>     > Hopefully we can get this sorted :)
>     >
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