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Shard Soyinka

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  1. I am getting a little lost on figuring this out, especially when I have a prim rotated on its side and the angles I am rotating around seam to change.
  2. I am working on creating an "obstacle course" but I am having some issues: I want some spinning obstacles that avatars have to jump over as they run along a beam or else the obstacle knocks the avatar off the beam. Unfortunately, the obstacle objects pass right through the avatar as if the obstacles were phantom, yet they still seam to be physically present in their default location so you suddenly run into an invisible object at the obstacles home position. Making the moving obstacles physical objects just causes them to fly all over the place. Any suggestions?
  3. At this point I feel it is necessary to share a personal story as I do have a mental block involving vector math: While I was in college an @$$hole (now ex) boy-friend borrowed my calculator and set it to Base 8 math because he was a Math Major and I guess thought it would be funny to never tell me when he returned it. A professor helped me discover this nearly a full semester later after almost failing my 200 lvl Calculus, Organic Chemistry and Physics classes, passing out from 2 stress headaches (WHILE DRIVING and nearly having a car accident), and a nervous breakdown from thinking I was going to lose all my financial scholarships and fail out of college. So, I appreciate the help.
  4. See, I'm already kind of lost on what every line is doing. Is this how you'd implement that? timer() { rotation rCargo = llList2Rot(llGetLinkPrimitiveParams(iCargoLink,[PRIM_ROTATION]),0); vector vCargo = llRot2Fwd(rCargo); rotation rCargoUpdate = llRotBetween(vCargo, <0.0,0.0,PI/2>); llSetLocalRot(rCargoUpdate); }//timer I figure the idea is that I have a specific vector I want the Cargo prim to be facing, So I need to check the cargo's current facing vector and compare it to the one I want it to face, Then rotate the cargo back to that vector? Alternatively, and this seams like a stupid kludge: I could just set a timer event to re-position the Cargo prim to the vector I want it to face.
  5. Whenever I start to deal with vector math and radians my eyes just start to glaze over. So here's the problem: I have a train (non-physical moving multi-prim object) and I want a child prim (a load on the train) to always be pointing in the same direction (example: always face North) even while the train is in constant motion. Setting the initial vector for the for the child prim's facing isn't the issue, it's doing the math and rotation to keep it facing that way. Please help.
  6. It's looking like the solution may be to check if the sim is occupied (no avatars present) and/or gone idle and stop all train movement.
  7. How does script behavior change when a sim is unoccupied? I'm having difficulties getting a clear answer on this, but here is the issue: I have a somewhat complex railroad set up in my friend's sim. It relies on the moving objects (trains) following guides and pass through sensors which operate the various signals and turnouts to route the trains. It runs perfectly while avatars are around. However, go away for a little bit and log-in or TP back into the sim after it's been empty and the trains are scattered all around. After a lot of debugging and watching, the only thing I can figure out is that there must be a change in how sims execute scripts or handle moving objects when the sim is unoccupied, causing the trains to miss their sensors.
  8. That tunnel is located along Route 9 on the eastern side of the Jeogeot continent. Specifically it goes through the sims of: Juho, Jeolla, Rason and Seoraksan.
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