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If you were logged in you would be able to see more operations.
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Issue Links:
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Duplicate
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This issue is original of duplicate:
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SVC-2488
llSetBuoyancy(); does not work as intended lately, probably due the lastest simulator update.
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Relates
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This issue is related to by:
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SVC-2208
Avatar can't move in standing state with buoyancy=1
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| Linden Lab Issue ID: |
DEV-12338
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| Linden Lab Internal Branch: |
Havok4-5
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Consider the following script in an attachment :
—
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
—
o If you wear the item while standing and not moving; although the script has cancelled any remaining speed and buoyancy equals 1, at destination, the simulator will drag you to the ground.
o If you wear it when moving or when falling, it will not drag you to the ground, but any movement (back, forward, turn left, turn right, or select something that makes you turn) will trigger a sinking effect (same problem as SVC-2013, minus the movelock).
|
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Description
|
Consider the following script in an attachment :
—
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
—
o If you wear the item while standing and not moving; although the script has cancelled any remaining speed and buoyancy equals 1, at destination, the simulator will drag you to the ground.
o If you wear it when moving or when falling, it will not drag you to the ground, but any movement (back, forward, turn left, turn right, or select something that makes you turn) will trigger a sinking effect (same problem as SVC-2013, minus the movelock). |
Show » |
made changes - 08/Mar/08 09:06 PM
| Field |
Original Value |
New Value |
|
Description
|
Setting llBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. This seems to happen both above and below the false ceiling for avatar flight.
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. This seems to happen both above and below the false ceiling for avatar flight.
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
|
|
Summary
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llBuoyancy bugged in Havok4
|
llSetBuoyancy bugged in Havok4
|
made changes - 19/Mar/08 07:57 PM
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Priority
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Normal
[ 4
]
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Major
[ 3
]
|
made changes - 20/Mar/08 05:37 PM
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Linden Lab Issue ID
|
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DEV-12338
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made changes - 24/Mar/08 01:34 PM
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Status
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Open
[ 1
]
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Fix Pending
[ 10001
]
|
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Assignee
|
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Simon Linden
[ Simon Linden
]
|
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Linden Lab Internal Branch
|
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Havok4-5
|
made changes - 14/Apr/08 05:58 PM
|
Link
|
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This issue is related to by SVC-2013
[ SVC-2013
]
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made changes - 19/Apr/08 09:21 PM
|
Link
|
|
This issue is related to by SVC-2208
[ SVC-2208
]
|
made changes - 05/Jun/08 06:37 AM
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Affects Version/s
|
|
1.22.2 Server
[ 10330
]
|
made changes - 05/Jun/08 06:52 PM
|
Link
|
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This issue is duplicated by SVC-2488
[ SVC-2488
]
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made changes - 09/Jun/08 07:03 PM
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Comment
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[ Avatars sink with or without flying assist... See bug SVC-2013
]
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made changes - 09/Jun/08 07:03 PM
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Comment
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[ When using buoyancy=1 in standing state, if you press the forward key, the simulator will also give a downwards impulse (not a force, since it decreases over time) on your avatar.
]
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made changes - 09/Jun/08 07:03 PM
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Comment
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[ I had hopes but this is still not fixed with 1.22.2 ... Standing still in the air with buoyancy=1, you sink, if you move or rotate, you sink faster.
]
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made changes - 09/Jun/08 07:04 PM
|
Description
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. This seems to happen both above and below the false ceiling for avatar flight.
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, but the fixes that are being applied for that bug sadly have no effect on this one.
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
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made changes - 11/Jun/08 07:01 PM
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Affects Version/s
|
|
1.22.3 Server
[ 10331
]
|
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Affects Version/s
|
1.22.2 Server
[ 10330
]
|
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made changes - 25/Jun/08 09:48 PM
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Link
|
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This issue is related to by SVC-2310
[ SVC-2310
]
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made changes - 02/Jul/08 06:40 PM
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Affects Version/s
|
1.22.3 Server
[ 10331
]
|
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Affects Version/s
|
|
1.22.4 Server
[ 10340
]
|
made changes - 14/Jul/08 01:13 AM
|
Description
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, but the fixes that are being applied for that bug sadly have no effect on this one.
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
made changes - 15/Jul/08 04:50 PM
|
Description
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
Basically what the script does it to jack you up; when you are at destination you can see the unwanted effects.
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
made changes - 24/Jul/08 09:07 PM
|
Fix Version/s
|
|
1.21.0 Server
[ 10310
]
|
|
Resolution
|
|
Fixed
[ 1
]
|
|
Status
|
Fix Pending
[ 10001
]
|
Resolved
[ 5
]
|
made changes - 25/Jul/08 12:54 AM
|
Status
|
Resolved
[ 5
]
|
Reopened
[ 4
]
|
|
Resolution
|
Fixed
[ 1
]
|
|
made changes - 25/Jul/08 12:55 AM
|
Affects Version/s
|
1.22.4 Server
[ 10340
]
|
|
|
Affects Version/s
|
|
1.23.1 Server
[ 10343
]
|
made changes - 25/Jul/08 01:11 AM
|
Description
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
Basically what the script does it to jack you up; when you are at destination you can see the unwanted effects.
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
llSetTimerEvent(0.5);
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
Basically what the script does it to jack you up; when you are at destination you can see the unwanted effects.
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
made changes - 26/Jul/08 06:35 AM
|
Description
|
Setting llSetBuoyancy to 1.0 in a hud attachment should allow the avatar to float in place. Instead, the av slowly loses altitude. If you turn or move, the av loses altitude faster. This seems to happen both above and below the false ceiling for avatar flight. Pretty much the same trouble that there is with SVC-2013, minus the z movelock applied there (which shouldn't be).
Here is a simple test script which can be placed into an empty hud attachment:
integer buoyancy;
default
{
state_entry () {
llSetTimerEvent(0.5);
}
touch_start (integer num) {
buoyancy = !buoyancy;
if (buoyancy == 0) {
llSetBuoyancy(0.0);
llOwnerSay("Buoyancy set to 0.0");
}
else {
llSetBuoyancy(1.0);
llOwnerSay("Buoyancy set to 1.0");
}
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
Also, the following test script triggers a worse 'sinking' behaviour if you wear the item while standing and not moving; although buoyancy equals 1, the simulator will drag you to the ground, way faster than with the above test script... (And still cannot be fixed with a force or an impulse)
Basically what the script does it to jack you up; when you are at destination you can see the unwanted effects.
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
Wear the same script when moving or when falling and you will see what a correct behaviour would be!
Maybe there is a reason for the Lindens to have programemd such a behaviour, like ease of landing or so, but it would be very easy to patch the server so that it doesn't trigger when buoyancy is greater than zero...
|
Consider the following script in an attachment :
---
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
---
o If you wear the item while standing and not moving; although buoyancy equals 1, at destination, the simulator will drag you to the ground.
o If you wear it when moving or when falling, it will not drag you to the ground, but any movement (back, forward, turn left, turn right, or select something that makes you turn) will trigger a sinking effect (same problem as SVC-2013, minus the movelock).
|
made changes - 31/Oct/08 12:07 PM
|
Assignee
|
Simon Linden
[ Simon Linden
]
|
|
made changes - 13/Nov/08 12:07 PM
|
Workflow
|
jira-2007-12-22a
[ 53170
]
|
jira-2008-11-14
[ 81662
]
|
made changes - 13/Nov/08 04:35 PM
|
Workflow
|
jira-2008-11-14
[ 81662
]
|
jira-2008-11-14a
[ 88712
]
|
made changes - 03/Feb/09 08:47 PM
|
Affects Version/s
|
|
1.25 Server
[ 10380
]
|
|
Affects Version/s
|
1.23.4 Server
[ 10343
]
|
|
made changes - 03/Feb/09 08:48 PM
|
Fix Version/s
|
1.21.0 Server
[ 10310
]
|
|
made changes - 03/Feb/09 08:59 PM
|
Summary
|
llSetBuoyancy bugged in Havok4
|
llSetBuoyancy is bugged
|
|
Description
|
Consider the following script in an attachment :
---
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
---
o If you wear the item while standing and not moving; although buoyancy equals 1, at destination, the simulator will drag you to the ground.
o If you wear it when moving or when falling, it will not drag you to the ground, but any movement (back, forward, turn left, turn right, or select something that makes you turn) will trigger a sinking effect (same problem as SVC-2013, minus the movelock).
|
Consider the following script in an attachment :
---
integer targetID;
default
{
attach(key id)
{
if(id)
{
llSetBuoyancy(1.0);
llApplyImpulse(-1 * llGetVel() * llGetMass(), FALSE);
vector destination = llGetPos() + <0, 0, 1>;
float range = 0.25;
targetID = llTarget(destination, range);
llMoveToTarget(destination, 0.2);
} else {
llSetBuoyancy(0.0);
}
}
at_target(integer number, vector targetpos, vector ourpos)
{
llTargetRemove(targetID);
llStopMoveToTarget();
llSetTimerEvent(0.5);
}
timer(){
vector vel = llGetVel();
llOwnerSay((string)vel.z);
}
}
---
o If you wear the item while standing and not moving; although the script has cancelled any remaining speed and buoyancy equals 1, at destination, the simulator will drag you to the ground.
o If you wear it when moving or when falling, it will not drag you to the ground, but any movement (back, forward, turn left, turn right, or select something that makes you turn) will trigger a sinking effect (same problem as SVC-2013, minus the movelock).
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made changes - 21/Feb/09 07:27 PM
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Affects Version/s
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1.26 Server
[ 10420
]
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