llMoveToTarget(vector target, float tau)
Critically
damps a
physical object's location to
position target over
tau seconds. Calling
llStopMoveToTarget stops the damping. The target is specified in
region coordinates. This function
returns immediately.
To know when the object actually reaches its target see the
at_target and
not_at_target events and the
llTarget function.
If the target is too far away from the object's current position (~60 meters), or if
tau is too small (0.2 is a good
tau), this will silently
damp it to the object's current position. The interesting thing is the object is in fact damping to its current position when outside the range as opposed to failing completely, but if you move it back to within 60m it will snap back to the target position.
NOTE:I have tried using llMoveToTarget to move my personal av with the object attached to me, and, there at least, it seems it works until 64.999. It will not do 65, but 64.999999999999....etc will work. I used an integer to save it from the message, don't know if that's got anything to do with it. Argus Stravinsky
Note: The force created by calling this function persists until
llMoveToTarget is called again with another target, is called with a tau of 0.0, or
llStopMoveToTarget is called. This can be either helpful or hindersome, especially when using a combination of
llApplyImpulse and
llMoveToTarget.
This function uses
energy at a rate controlled by the tau parameter (even if the object is at the target position). This occurs in parallel with script execution. At around 800+ kilograms
mass an object will be too heavy for
llMoveToTarget to resist gravity. At that point, gravity will overcome the rate at which energy is replenished and the object will most likely fall to the ground.
Use
llSetPos for
non-physical objects.
llRotLookAt can be used to
rotate physical objects.
Example: see
at_target
Functions |
Dynamics