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LlFleeFrom
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{{LSL Header|ml=*}}{{LSLC|Keywords}}{{LSLC|Flow Control}}{{LSLC|}} {{函数详情 |函数名 = Function: llFleeFrom( vector position, float distance, list options ); |参数= 参数: vector position – position in region coordinates from which to flee. float distance – Distance in meters to flee from position. list options – No options available at this time. |返回值= 返回值:Directs a character to keep a specific distance from a specific position in the region or adjacent regions. |注意事项=Must use llCreateCharacter or script won't compile. The position to flee from must be near the nav mesh; otherwise, this behavior will fail and trigger path update with PU_FAILURE_INVALID_GOAL. If you want to avoid an agent or object as per the example below, it's much more elegant and less sim resource intensive to use llEvade instead. |示例= 示例1 <pre> vector last_touched_pos; key last_touched_key; default { state_entry() { llCreateCharacter([CHARACTER_DESIRED_SPEED, 50.0]); } touch_start(integer total_number) { last_touched_key = llDetectedKey(0); last_touched_pos = llDetectedPos(0); llFleeFrom(last_touched_pos, 10, []); llSetTimerEvent(0.2); } timer() { vector last_touched_pos_now = llList2Vector(llGetObjectDetails(last_touched_key, [OBJECT_POS]), 0); if ( llVecDist(last_touched_pos, last_touched_pos_now) > 1 ) { last_touched_pos = last_touched_pos_now; llFleeFrom(last_touched_pos, 10, []); } } } </pre> |相关函数= [[llCreateCharacter]] [[llDeleteCharacter]] [[llEvade]] [[llExecCharacterCmd]] [[llGetClosestNavPoint]] [[llFleeFrom]] [[llNavigateTo]] [[llPatrolPoints]] [[llPursue]] [[llUpdateCharacter]] [[llWanderWithin]] |相关事件= [[path_update]] }}
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