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llEvade

function
Function syntax
llEvade(
  1. key target,// UUID of the group, avatar, or object to evade.
  2. list options// No options currently available (should be empty list).
);
Energy
10

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.

How to use
llEvade(NULL_KEY, []);
  • Must use llCreateCharacter or script will shout an error “You must call llCreateCharacter before llEvade.”.

  • If the target is an object, it must be unlinked or be the root prim of a linkset.

Example 1
18 collapsed lines
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);
}
9 collapsed lines
timer()
{
// do not keep running away...
llSetTimerEvent(0.0);
llWanderWithin(start_position, <10.0, 10.0, 2.0>, [] );
}
}

Date of Release 31/07/2012

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.

From the Second Life Wiki

Community documentation adapted from LlEvade, by Linden Research, Inc. and contributing residents.View contributors and history.

Built from these wiki pages, as imported:

Licensed under CC BY-SA 3.0. Last wiki edit: .Formatting and links have been adapted for this site; API metadata follows the LSL definitions.