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Mirajai Maven

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  1. Ah I want to change the position of the orbiting objects up and down just a bit. Not in a rotation just pushign them up and down a randomly generated amount (while they are in rotation). But I don't want them to pass out of a given range, or if when they do I can force them to switch position in the opposite direction.
  2. Oh yey! Thank you I'm getting the look I want now. One last question. I'm trying to put some fail safes for the random orbit so they don't just eventually float off into the distance on the z axis. Is there something more efficient than checking against the root position. I know I could store I guess default positions but there are 9 defaults to store. And also checking against the root position with hard numbers won't work quite so well if the object is resized correct?
  3. Okay I'm trying to make kind of like an orbiting sphere with objects orbiting in an alternate patterns. The sphere itself is going counter-clockwise and the orbiting objects are going clock wise. I haven't successful done this without making 2 seperate group sets. (Question #1 is it possible to do alternating rotations all sharing a center axis in 1 object?) Also I wrote this snippet of code and it's not working. Am I trying to do the impossible(or just doing it in the wrong way)? timer() { integer linkNum = llGetNumberOfPrims(); integer num = 2; llSetRot(llEuler2Rot(<0.0,0.0,-1>*DEG_TO_RAD)*llGetLocalRot()); while(num <= linkNum){ llSetLinkPrimitiveParamsFast(num,[PRIM_POS_LOCAL,llGetPos() + <0.0,0.0,0.2-llFrand(.5)>]); num++; } } Try as I might I can't get the orbiting objects to spin properly without spining the base with it. Since the linkparam version of set rotation is broken? So I resorted to this, but the code ignores my attempts to reposition specific children randomly. (Question #2 is it even possible to make children of a linked prim change position randomly without moving all of them together?)
  4. Wow! Thanks for all the help. I had tried the set status thing before but it made my object completely static. Not sure why, but it was making my ||Lookat not work. But linked it to a prim and now everything works just fine. I tested it on a prim and it worked, but it didn't want to work on my mesh. I'm not sure if it was a combination of half my object being prims linked to a mesh root or if it was something else. (I'd check to make sure the z axis is point up but my new graphics card had screwed up my settings and I can't open my meshes atm, I'll edit the post later for future problem's sake I suppose?) Either way thank you both for the help! I was stuck on this one. Edit: It was exported probably with the z-axis up so I'm not sure why it wasn't working correctly with the ||LookAt.
  5. Okay, rereading made that make sense. Woot. So now I have the float and the position the way I want it. Only have 1 real problem left and 1 I don't know if I can do this problem left. 1. Is there anyway to keep it from spinning out of control? I'm still playing with ||RotLookAt ||Lookat (not sure which would be better for my case) But the object still looks ridiculous spinning out of control to get back into position. 2. I'm aware that the object needs to be physical for this to work. But I have it floating in front of the avatar so to reposition itself it pushes the avatar around to get back in front. Is there a way to render the object temporarily phantom? Or achieve the same look without it being physical?
  6. Okay I'm willing to bend on it not being attached however my float area is so small that at the moment I'm trying to figure out how to make it return a random area from say... -.75 to .75 and I'm just not experianced enough to figure out what snippet of code I need to be looking at. All the random numbers things I've read (and understood) spit out whole numbers. Is it possible to generate a random number from that small of a range to imitdate my float/hover look?
  7. I've been looking high and low for a script that just lets me make an attachment float up and down without moving my avatar up and down and just has a smooth transition. I'm not the best with coding but I understand it (not so much able to write it). All the float/buoyancy/pet/positioning scripts I've tried move my avatar with it when I attach the object. I just want the object to float. Litterally just hovering up and down. Can anyone point me in the right direction?
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