Sorry about the vague generalization as to where a wanted the rezzed prim to face. The idea was the have the point face away from the rezzer, and 45 degrees up. While your code for 270 degrees away worked, inputting any variation to the angle did not, and in fact, rotated everything 90 degrees again.
The example I gave above was actually just a test, in the real object I am rezzing 5 things at non-90 degree angles.
Rez a cube. Go into local mode and paint the bottom x red ( the side the arrow is facing away from)
Rez a cone. Move the cone so that the base is aligned with the middle of the red face of the cube, and is still pointing upwards. Move the cone away from the cube and rotate it 45 degrees towards the horizon.
Here is a shot of how it may look:
Now, copy the cone into inventory, rename it "Cone", and drag it into the cube.
Add a script the the cube:
default{ state_entry() { } touch_start(integer total_number) { llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT,0),llGetPos()+<-2.0,0.0,1.0>*llGetRot(),ZERO_VECTOR,llEuler2Rot(<315,0,270>*DEG_TO_RAD)*llGetRot(),0); }}
Now touch the cube, rotate it 90 degrees and touch it again. The cone is rotated 90 degrees from where it should be.
If anyone is still having trouble visualizing it, I would be happy to send you an in-game example.
Here is the end result after 3 rotations/rezzes:
There is a problem similar to this with other games that use Quats:
http://www.google.com/search?client=safari&rls=en&q=Quaternions+90+degrees+off
but honestly I am sure it is something that I am doing