Mover (Server Controlled)
The Server Controlled Mover Type is a mover type which allows you to define a path for the mover to follow, with a maximum of 320 meters on any axis.
- 1 Options
- 1.1 Model
- 1.2 Name
- 1.3 Linking Enabled
- 1.4 Single Rider
- 1.5 Add on Bump
- 1.6 Click to Start
- 1.7 Click to Stop
- 1.8 Eject Av up on Exit
- 1.9 Mover non-solid on exit
- 1.10 Reset when unused
- 1.11 Looping
- 1.12 Use Object Tag
- 1.13 Disable Auto Yaw
- 1.14 Invisible Av
- 1.15 Disable Teleports
- 1.16 Detach on Teleport
- 1.17 Detach on Bump
- 1.18 Lock Av Pos
- 1.19 Locked Offset (X Y Z)
- 1.20 Lock Av Yaw
- 1.21 Locked Yaw (0° - 360°)
- 1.22 Lock Av Pitch
- 1.23 Locked Pitch (-90° - 90°)
- 1.24 Sound
- 1.25 Seq file
- 1.26 Disable Explicit Gestures
- 2 Edit Waypoints
This defines what object (from the world object path) should be used for the mover.
This name is used in conjunction with the Linking option (see below) to attach particles to the mover.
If checked, the browser will search for one of two things:
- Particle Emitters with a Tag Name that matches the <mover name> (see above). These particle emitters will be attached to the mover. This is useful for having a mover that gives off particles such as a smoke trails.
- Objects with create link <mover name> in the action field. Objects with the visible and move commands do not work when linked to a mover.
- Only alphanumeric lowercase letters plus 0-9, (without spaces, dashes or non-alphanumeric characters) can be used as link command names.
If checked, only one user may ride the mover at one time.
Add on Bump
If checked, the user will begin to ride when they collide with the object.
Click to Start
If checked, the user will begin to ride when they click on the object.
Click to Stop
If checked, the user will detach from or exit the mover upon clicking it. Note that in order for this to work the user must be able to _see_ the mover. This usually means that the mover must protrude into the first-person view, or that they must be viewing their avatar in third person. For example, if the mover is a jetpack being worn on the back, the user will not be able to click on it in first-person view.
Eject Av up on Exit
If checked, the user will appear on top of the mover when they exit it. If this is not checked, the user will simply remain in place, which will usually mean they will be "inside" of the space occupied my the mover, even if they are no longer riding it.
Care should be taken when using this option in conjunction with "Add on Bump" (see above) and "Mover non-solid on exit" (below) so as to avoid trapping the user. If the mover is used by bumping, and they are not ejected upwards, and the mover remains solid, then it will be impossible to exit the mover. Whenever the user exits, they will still be inside the solid mover, thus causing them to bump it, thus causing them to ride it again.
Mover non-solid on exit
The mover will be non-solid and thus "un-bumpable" for a few seconds after the user stops riding.
Reset when unused
If unchecked, the mover will remain wherever the last user left it. If it is checked, it will return to its original location after being inactive for a length of time.
Use Object Tag
If checked, user(s) can only ride by clicking on a specific polygon as defined by a tag set in the model. Rwx use tag 300, while other formats use the name "aw_mover".
Disable Auto Yaw
If checked, the users avatar will be hidden when they are riding the mover. This is useful for opaque vehicles where the avatar cannot be seen. For example, if your mover is a car with opaque windows, it is far easier to use this option than to create a special "sitting" sequence and position the user within the vehicle so that they do not stick out.
If checked, the user will not be able to teleport when riding the mover.
Detach on Teleport
If checked, the mover will stay behind if the rider teleports away. If unchecked, the mover will travel with the user to their new location. Movers can never travel to different worlds.
Detach on Bump
If this field is filled in with the name of an object (made using the Name command), the user(s) will detach from the mover upon collision with any objects with that name.
Lock Av Pos
If this is checked, an avatar riding this mover will be moved to a specific spot on the mover (see below) and not be able relative to the mover itself. In general, if the mover is some sort of passive transport (an elevator or a train) then you will want to leave this option unchecked so that the user can move around within the mover while traveling.
Locked Offset (X Y Z)
If the previous option is checked, then this determines where avatars will be "attached" to the mover. Generally this will be the location of the driver's seat. This number is expressed as an offset in meters from the object's origin.
Lock Av Yaw
This is used to force the avatar to face a particular direction when riding the mover. For example, this is useful for making sure the driver is facing forward in a car.
Locked Yaw (0° - 360°)
If the above item is checked, this determines which direction the rider will face.
Lock Av Pitch
This is used to force the avatar to face a particular direction up or down when riding the mover. For example, this is useful for making sure the user will lie down when riding on a gurney.
Locked Pitch (-90° - 90°)
If the above item is checked, this determines the up or down angle the rider will assume.
This determines what sound will be given off by the mover when in use.
This determines what avatar sequence the user will animate with when the mover is in use.
Disable Explicit Gestures
This prevents the user from performing gestures when riding. This is useful for preventing the user from suddenly breaking out into an insane dance while riding a roller coaster, say.
Using the Edit Waypoints button will bring up a spreadsheet which is used to edit the points in which the mover will follow.
Speed is in meter per seconds. The distance to move is given in meters, in the coordinates X Y and Z for each waypoint entry. If speed is zero, it would mean to stop moving, and the given coordinates never would be reached. For this reason the speed must be a positive number greater than zero. If speed is zero, the particular waypoint entry turns invalid and will be marked to be deleted.
Additional to the coordinates (X, Y and Z) and the object rotation (tilt, yaw and roll) a waypoint entry defines the speed to move towards these coordinates and a time to pause (a positive value in seconds) once this coordinate has been reached. The pause time can be zero, if you want to continue the mover's waypath without halting.
X, Y, and Z
This defines the offset from the origin of the mover. For example, if you wanted an elevator that traveled up 10 meters and back down when finished, then you would have two waypoints. The first waypoint would be 0, 0, 0, and your second one would be 0, 10, 0.
This is which way the mover should face. If you want to have the mover rotate to the right, then you would enter 90.0 for the yaw.
This will tilt the mover forward or cause it to lean backwards. If the user is not locked into position, this may cause them to fall off the mover. However, if they are locked in place this can be useful. For example, this could be used to make a roller coaster car tilt back when going uphill.
This option will cause the mover to tilt from side to side. In the roller coaster example above, this would make the car bank sideways, as roller coasters often do in a tight turn.
Speed (meters per second)
This is how fast the mover will travel TO this waypoint.
This is how long the mover will stay at this waypoint before going to the next one. Use zero to make the mover continue without stopping.