“LlEvade”的版本间的差异
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|相关函数= | |相关函数= | ||
[[llCreateCharacter]] | [[llCreateCharacter]] | ||
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[[llDeleteCharacter]] | [[llDeleteCharacter]] | ||
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[[llEvade]] | [[llEvade]] | ||
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[[llExecCharacterCmd]] | [[llExecCharacterCmd]] | ||
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[[llGetClosestNavPoint]] | [[llGetClosestNavPoint]] | ||
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[[llFleeFrom]] | [[llFleeFrom]] | ||
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[[llNavigateTo]] | [[llNavigateTo]] | ||
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[[llPatrolPoints]] | [[llPatrolPoints]] | ||
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[[llPursue]] | [[llPursue]] | ||
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[[llUpdateCharacter]] | [[llUpdateCharacter]] | ||
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[[llWanderWithin]] | [[llWanderWithin]] | ||
2020年4月13日 (一) 03:31的版本
首页 | 函数 | 事件 | 类型 | 操作符 | 常数 | Flow Control | Script Library | Categorized Library | Tutorials |
函数名 |
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Function: llEvade( key target, list options ); |
参数:key target – group, avatar or object UUID to evade
list options – No options currently available |
返回值:Characters will (roughly) try to hide from their pursuers if there is a good hiding spot along their fleeing path. Hiding means no direct line of sight from the head of the character (center of the top of its physics bounding box) to the head of its pursuer and no direct path between the two on the navmesh. |
注意事项 |
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Must use llCreateCharacter or script will not compile.
If the target is an object, it must be unlinked or be the root prim of a linkset. |
示例 |
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示例1
vector start_position; default { on_rez(integer start_param) { llResetScript(); } state_entry() { llDeleteCharacter(); llCreateCharacter([CHARACTER_MAX_SPEED, 25, CHARACTER_DESIRED_SPEED, 15.0]); start_position = llGetPos(); llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] ); } touch_start(integer num_detected) { llEvade(llDetectedKey(0), []); llSetTimerEvent(20.0); } timer() { // do not keep running away... llSetTimerEvent(0.0); llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] ); } } |
相关函数 |
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llCreateCharacter |
相关事件 |
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path_update |