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Have you tried this in the latest RC? There was a rollback so please try this again and tell us what you find.
Darling, are you still experiencing this? if so, can you please provide current details?
Alexa Linden,
I rescripted my product weeks ago to use yet another function. I found the issue was related to the size of the attachment. biger/smaller attachments effect how that attachment can push the person wearing it due to weight, energy recharge times, and the CAPS on the max push power. The issue appears to be that we have CAPS on the max push power and the recharge time for the energy which are too low. This means that heavy avatars are no longer able to push themselves like before. I dont see a need for simulators to take the avatar's weight into the maths when an attachment is pushing the avatar wearing it. if llGetMass was to return the avatars mass without the attached prims being counted, and the root impulse function was altered to ignore the avatars prims it would resolve this problem without effecting anyone else's other scripts. The advantage would remove any problems with boats, aircraft, and flying agents who have large attachments. Remember many vehicles come in two parts, the part you sit on and a prim attachment to get around the 31prim vehicle limit. These other prims being worn by the avatar are currently causing issues due to their weight being applied to the avatars weight. Unless LL have plans to make attachments non-phantom and have their own collision matrix, i see no logical reason why they should be adding to the MASS of an avatar. Darling Brody. |
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Issues with 1.22: