I tested this and the NPC code does what I would expect. If the prim is <= 10 meters without a sit target then sit is
immediate. If the prim is >10m away and has no sit target then nothing happens. This mimics behaviour for an avatar,
though I think there is a good argument that it should be ignored for NPCs (sit should be possible from any location).
I suspect the behaviour you're seeing is from an older version of OpenSimulator (probably pre 0.7.5) where the same
thing would be attempted for ordinary sit attempts by users.
On 01/05/13 14:27, Dr Ramesh Ramloll wrote:
Hello,
Setting llSitTarget does make the NPC to behave as I initially expected ... it
sits on prim immediately. Now I miss the
walk to the seat ... guess could be fixed easily by triggering only after it is
a minimum distance away from target.
On Wed, May 1, 2013 at 7:44 AM, Dr Ramesh Ramloll <[email protected]
<mailto:[email protected]>> wrote:
I haven't used llSitTarget on chairs .. I was testing with prims, may be I
should try that.
Yes graph traversal is a great approach. I was trying to find a way where
NPCs learn from avatar navigation and use
common navigation avatar 'sentier battus' as paths, as guides to use
another term
On Wed, May 1, 2013 at 6:32 AM, Jeff Kelley <[email protected]
<mailto:[email protected]>> wrote:
At 8:24 AM -0400 4/30/13, Dr Ramesh Ramloll wrote:
The approach is trivial but looks entertaining when implemented.
Avoid walls thru
simple collision detecting when avatars (human driven) are absent
... and use
position of avatars (human driven) as guides, and break out to
target when
target is withing range.
Although NPCs can drift on convex obstacles, the are trapped inside a
concave one. I use waypoints prims and a
graph of connected nodes. Pathfinding becomes a graph walk, which is a
well known problem.
Did you SitTarget your chairs?
-- Jeff
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