integer CHARACTER_TYPE = 6;Constant groups
CharacterParam · GetClosestNavPointParam · GetStaticPathParam
Other CharacterParam values (13)
CHARACTER_ACCOUNT_FOR_SKIPPED_FRAMES14CHARACTER_AVOIDANCE_MODE5CHARACTER_DESIRED_SPEED1CHARACTER_DESIRED_TURN_SPEED12CHARACTER_LENGTH3CHARACTER_MAX_ACCEL8CHARACTER_MAX_DECEL9CHARACTER_MAX_SPEED13CHARACTER_MAX_TURN_RADIUS10CHARACTER_ORIENTATION4CHARACTER_RADIUS2CHARACTER_STAY_WITHIN_PARCEL15TRAVERSAL_TYPE7
Other GetClosestNavPointParam values (2)
Used in combination with one of the character type flags. The default is CHARACTER_TYPE_NONE, other options are CHARACTER_TYPE_A, CHARACTER_TYPE_B, CHARACTER_TYPE_C and CHARACTER_TYPE_D. Note that the character type is not used to describe the behavior of the Pathfinding object but is used to describe the kind of surface and terrain that it prefers to travel. For example, a cow designed for a field should use character type B, but sheep designed to be herded along a road should use character type C.
| Option | Default | Range / Values | Description | |
|---|---|---|---|---|
CHARACTER_DESIRED_SPEED | 1 | 6 | [0.2, 40.0] | Speed of pursuit in meters per second. |
CHARACTER_RADIUS | 2 | [0.125, 5.0] | Set collision capsule radius. | |
CHARACTER_LENGTH | 3 | (0.0, 10.0] | Set collision capsule length If the value is less than twice the radius plus 0.1m, it will be set to twice the radius plus 0.1m. | |
CHARACTER_ORIENTATION | 4 | VERTICAL | VERTICAL, HORIZONTAL | Set the character orientation. |
TRAVERSAL_TYPE | 7 | TRAVERSAL_TYPE_SLOW | TRAVERSAL_TYPE_FAST, TRAVERSAL_TYPE_SLOW, TRAVERSAL_TYPE_NONE | Controls the speed at which characters moves on terrain that is less than 100% walkable will move faster (e.g., a cat crossing a street) or slower (e.g., a car driving in a swamp). To use _FAST or _SLOW, you must specify a CHARACTER_TYPE. |
CHARACTER_TYPE | 6 | CHARACTER_TYPE_NONE | CHARACTER_TYPE_A, CHARACTER_TYPE_B, CHARACTER_TYPE_C, CHARACTER_TYPE_D, CHARACTER_TYPE_NONE | Specifies which walkability coefficient will be used by this character. |
CHARACTER_AVOIDANCE_MODE | 5 | AVOID_CHARACTERS | AVOID_DYNAMIC_OBSTACLES | Combinable Flags: AVOID_CHARACTERS, AVOID_DYNAMIC_OBSTACLES, AVOID_NONE | Allows you to specify that a character should not try to avoid other characters, should not try to avoid dynamic obstacles (relatively fast moving objects and avatars), or both. This is framed in the positive sense ([CHARACTER_AVOIDANCE_MODE, AVOID_CHARACTERS] would create a character that avoided other characters but not agents or moving vehicles). Setting this parameter to AVOID_NONE causes the character to not avoid either category. |
CHARACTER_MAX_ACCEL | 8 | 20 | [0.5, 40.0] | The character’s maximum acceleration rate. |
CHARACTER_MAX_DECEL | 9 | 30 | [0.5, 60.0] | The character’s maximum deceleration rate. |
CHARACTER_DESIRED_TURN_SPEED | 12 | 6 | [0.02, 40.0] | The character’s maximum speed while turning—note that this is only loosely enforced (i.e., a character may turn at higher speeds under certain conditions) |
CHARACTER_MAX_TURN_RADIUS | 10 | 1.25 | [0.1, 10.0] | The character’s turn radius when traveling at CHARACTER_DESIRED_TURN_SPEED |
CHARACTER_MAX_SPEED | 13 | 20 | [1, 40.0] | The character’s maximum speed. Affects speed when avoiding dynamic obstacles and when traversing low-walkability objects in TRAVERSAL_TYPE_FAST mode. |
CHARACTER_ACCOUNT_FOR_SKIPPED_FRAMES | 14 | TRUE | TRUE or FALSE | TRUE matches pre-existing behavior. If set to FALSE, character will not attempt to catch up on lost time when pathfinding performance is low, potentially providing more reliable movement (albeit while potentially appearing to be more stuttery). |
CHARACTER_STAY_WITHIN_PARCEL | 15 | Depends* | TRUE or FALSE | FALSE matches traditional behavior. If set to TRUE, treat the parcel boundaries as one-way obstacles (will re-enter but can’t leave on it’s own). |
See also
Section titled “See also”Constants
Section titled “Constants”- 1= — 2=
CHARACTER_TYPE_A— 3= - 1= — 2=
CHARACTER_TYPE_B— 3= - 1= — 2=
CHARACTER_TYPE_C— 3= - 1= — 2=
CHARACTER_TYPE_D— 3= - 1= — 2=
CHARACTER_TYPE_NONE— 3=
Functions
Section titled “Functions”llCreateCharacter, llUpdateCharacter
Events
Section titled “Events”Original wiki source
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