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VEHICLE_TYPE_CAR

constant
Constant
integer VEHICLE_TYPE_CAR = 2;

Constant groups

VehicleType

Other VehicleType values (5)

Another vehicle that bounces along the ground but needs the motors to be driven from external controls or

timer events.

Setting the vehicle type to car enables the vehicle system and additionally has the same effect of executing the following:

// most friction for left-right, least for up-down
llSetVehicleVectorParam( VEHICLE_LINEAR_FRICTION_TIMESCALE, <100, 2, 1000> );
// no angular friction
llSetVehicleVectorParam( VEHICLE_ANGULAR_FRICTION_TIMESCALE, <1000, 1000, 1000> );
// linear motor wins after about a second, decays after about a minute
llSetVehicleVectorParam( VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 60 );
// agular motor wins after a second, decays in less time than that
llSetVehicleVectorParam( VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0> );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_TIMESCALE, 1 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.8 );
// no hover
llSetVehicleFloatParam( VEHICLE_HOVER_HEIGHT, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_HOVER_TIMESCALE, 1000 );
llSetVehicleFloatParam( VEHICLE_BUOYANCY, 0 );
// maximum linear deflection with timescale of 2 seconds
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 2 );
// no angular deflection
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0 );
llSetVehicleFloatParam( VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 10 );
// critically damped vertical attractor
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 1 );
llSetVehicleFloatParam( VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 10 );
// weak negative critically damped banking
llSetVehicleFloatParam( VEHICLE_BANKING_EFFICIENCY, -0.2 );
llSetVehicleFloatParam( VEHICLE_BANKING_MIX, 1 );
llSetVehicleFloatParam( VEHICLE_BANKING_TIMESCALE, 1 );
// default rotation of local frame
llSetVehicleRotationParam( VEHICLE_REFERENCE_FRAME, <0, 0, 0, 1> );
// remove these flags
llRemoveVehicleFlags( VEHICLE_FLAG_HOVER_WATER_ONLY
| VEHICLE_FLAG_HOVER_TERRAIN_ONLY
| VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
// set these flags
llSetVehicleFlags( VEHICLE_FLAG_NO_DEFLECTION_UP
| VEHICLE_FLAG_LIMIT_ROLL_ONLY
| VEHICLE_FLAG_HOVER_UP_ONLY
| VEHICLE_FLAG_LIMIT_MOTOR_UP );

|

FlagsDescription
VEHICLE_TYPE_NONE0Turns off vehicle support
VEHICLE_TYPE_SLED1Simple vehicle that bumps along the ground, and likes to move along its local x-axis
VEHICLE_TYPE_CAR2Vehicle that bounces along the ground but needs the motors to be driven from external controls or timer events
VEHICLE_TYPE_BOAT3Hovers over water with lots of friction and some angular deflection
VEHICLE_TYPE_AIRPLANE4Uses linear deflection for lift, no hover, and banking to turn
VEHICLE_TYPE_BALLOON5Hover, and friction, but no deflection
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.