if an NPC target is set to a ground location, then automatically land them when they get there.
This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.bulletsim
parent
54ce029342
commit
1918402cb1
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@ -1537,8 +1537,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (update_movementflag
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&& ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0)
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&& (m_parentID == 0)
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&& !SitGround
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&& !MovingToTarget)
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&& !SitGround)
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Animator.UpdateMovementAnimations();
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}
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@ -1711,9 +1710,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (pos.Z - terrainHeight < 0.2)
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pos.Z = terrainHeight;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
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if (pos.Z > terrainHeight)
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PhysicsActor.Flying = true;
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@ -72,8 +72,19 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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// We are close enough to the target
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m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name);
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if (presence.PhysicsActor.Flying)
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{
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Vector3 targetPos = presence.MoveToPositionTarget;
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float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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if (targetPos.Z - terrainHeight < 0.2)
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{
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presence.PhysicsActor.Flying = false;
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}
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}
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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presence.ResetMoveToTarget();
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