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Andrew Linden added a comment - 01/Nov/07 06:16 PM
The problem was actually that the llPushObject() script energy consumption was off... in particular the distance^3 term was too big by a factor of about 100. Also, I had to eliminate any vertical damping when the avatar falls/jumps in order to actually get closer to the real effect of the push.
This issue has been bulk changed to fix pending.
This is still marked as "Fix Pending", but I want to point out that llPushObject() calls are still extremely underpowered when compared to havok1 sims when testing on a Havok 4 Early Adopter sim. This can be easily and consistently duplicated, for instance, with a C:SI (Combat: Samurai Island) weapon whose kick attacks are intended to knock an opponent back by about a meter or two. In the Java Island II sim, which is part of the Havok 4 Early Adopter program, the kick barely moves the opponent, perhaps 0.25 meters.
I would guess that this is more an issue of friction with the ground rather than the strength of the push.
Can the push be tested in freefall, as in http://jira.secondlife.com/browse/SVC-1179 Yes, the push used in the C:SI system robby mentioned does indeed work as intended in the air. On the ground the push only works vertically.
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