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Category:LSL Vehicle

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LSL Header: {{LSL Header|ml=*}}
Function Constant Description
llSetVehicleType VEHICLE_TYPE_NONE 0 Turns off vehicle support
VEHICLE_TYPE_SLED 1 Simple vehicle that bumps along the ground, and likes to move along its local x-axis
VEHICLE_TYPE_CAR 2 Vehicle that bounces along the ground but needs the motors to be driven from external controls or timer events
VEHICLE_TYPE_BOAT 3 Hovers over water with lots of friction and some angular deflection
VEHICLE_TYPE_AIRPLANE 4 Uses linear deflection for lift, no hover, and banking to turn
VEHICLE_TYPE_BALLOON 5 Hover, and friction, but no deflection
llSetVehicleRotationParam VEHICLE_REFERENCE_FRAME44 rotation rotation of vehicle axes relative to local frame
llSetVehicleVectorParam VEHICLE_ANGULAR_FRICTION_TIMESCALE17 vector vector of timescales for exponential decay of angular velocity about the three vehicle axes
VEHICLE_ANGULAR_MOTOR_DIRECTION19 vector angular velocity that the vehicle will try to achieve
VEHICLE_LINEAR_FRICTION_TIMESCALE16 vector vector of timescales for exponential decay of linear velocity along the three vehicle axes
VEHICLE_LINEAR_MOTOR_DIRECTION18 vector linear velocity that the vehicle will try to achieve
VEHICLE_LINEAR_MOTOR_OFFSET20 vector offset from the center of mass of the vehicle where the linear motor is applied.
llSetVehicleFloatParam VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY32 float slider between 0 (no deflection) and 1 (maximum strength)
VEHICLE_ANGULAR_DEFLECTION_TIMESCALE33 float exponential timescale for the vehicle to achieve full angular deflection
VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE35 float exponential timescale for the angular motor's effectiveness to decay toward zero
VEHICLE_ANGULAR_MOTOR_TIMESCALE34 float exponential timescale for the vehicle to achive its full angular motor velocity
VEHICLE_BANKING_EFFICIENCY38 float slider between -1 (leans out of turns), 0 (no banking), and +1 (leans into turns)
VEHICLE_BANKING_MIX39 float slider between 0 (static banking) and 1 (dynamic banking)
VEHICLE_BANKING_TIMESCALE40 float exponential timescale for the banking behavior to take full effect
VEHICLE_BUOYANCY27 float slider between -1 (double-gravity) and 1 (full anti-gravity)
VEHICLE_HOVER_HEIGHT24 float height the vehicle will try to hover.
VEHICLE_HOVER_EFFICIENCY25 float slider between 0 (bouncy) and 1 (critically damped) hover behavior
VEHICLE_HOVER_TIMESCALE26 float period of time for the vehicle to achieve its hover height
VEHICLE_LINEAR_DEFLECTION_EFFICIENCY28 float slider between 0 (no deflection) and 1 (maximum strength)
VEHICLE_LINEAR_DEFLECTION_TIMESCALE29 float exponential timescale for the vehicle to redirect its velocity to be along its x-axis
VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE31 float exponential timescale for the linear motor's effectiveness to decay toward zero
VEHICLE_LINEAR_MOTOR_TIMESCALE30 float exponential timescale for the vehicleto achive its full linear motor velocity
VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY36 float slider between 0 (bouncy) and 1 (critically damped) attraction of vehicle z-axis to world z-axis (vertical)
VEHICLE_VERTICAL_ATTRACTION_TIMESCALE37 float exponential timescale for the vehicle to align its z-axis to the world z-axis (vertical)
llSetVehicleFlags
llRemoveVehicleFlags
VEHICLE_FLAG_NO_DEFLECTION_UP 0x001 This flag prevents linear deflection parallel to world z-axis. This is useful for preventing ground vehicles with large linear deflection, like bumper cars, from climbing their linear deflection into the sky.
VEHICLE_FLAG_LIMIT_ROLL_ONLY 0x002 For vehicles with vertical attractor that want to be able to climb/dive, for instance, airplanes that want to use the banking feature.
VEHICLE_FLAG_HOVER_WATER_ONLY 0x004 Ignore terrain height when hovering.
VEHICLE_FLAG_HOVER_TERRAIN_ONLY 0x008 Ignore water height when hovering.
VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT 0x010 Hover at global height instead of height above ground or water.
VEHICLE_FLAG_HOVER_UP_ONLY 0x020 Hover doesn't push down. Use this flag for hovering vehicles that should be able to jump above their hover height.
VEHICLE_FLAG_LIMIT_MOTOR_UP 0x040 Prevents ground vehicles from motoring into the sky. This flag has a subtle effect when used with conjunction with banking: the strength of the banking will decay when the vehicle no longer experiences collisions. The decay timescale is the same as VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering when they are in mid jump.
VEHICLE_FLAG_MOUSELOOK_STEER 0x080 Steer the vehicle using the mouse. Use this flag to make the angular motor try to make the vehicle turn such that its local x-axis points in the same direction as the client-side camera.
VEHICLE_FLAG_MOUSELOOK_BANK 0x100 Same as above, but relies on banking. It remaps left-right motions of the client camera (also known as "yaw") to rotations about the vehicle's local x-axis.
VEHICLE_FLAG_CAMERA_DECOUPLED 0x200 Makes mouselook camera rotate independently of the vehicle. By default the client mouselook camera will rotate about with the vehicle, however when this flag is set the camera direction is independent of the vehicle's rotation.
VEHICLE_FLAG_BLOCK_INTERFERENCE 0x400 Prevents attachments worn by the vehicle's passengers from pushing the vehicle via llPushObject and similar functions.
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.