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Wang Novelli

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  1. after Upload ,the hands position is wrong and do not know what reason
  2. upload it ,when i put it on my avatar,its wrong change other one~ but when i play a animation, its right
  3. thx,You are too great vector myPos = llGetPos(); rotation myRot = llGetRot(); vector rezPos = myPos+relativePosOffset*myRot; vector rezVel = relativeVel*myRot; rotation rezRot = relativeRot*myRot; llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT, 0), rezPos, rezVel, rezRot, startParam);
  4. THX~~BUT I Don't understand, when i put them in touch_start ,it can be Rez. the same script touch_start(integer num_detected) { vector myPos = llGetLocalPos(); rotation myRot = llGetLocalRot(); vector rezPos = myPos+relativePosOffset*myRot; vector rezVel = relativeVel*myRot; rotation rezRot = relativeRot*myRot; llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), rezPos, rezVel, rezRot, startParam); }
  5. somebody help me ,i want to In the collision llRezObject a object. i try it,but no llRezObject,i dont know why? collision_start(integer num_detected) { vector myPos = llGetLocalPos(); rotation myRot = llGetLocalRot(); vector rezPos = myPos+relativePosOffset*myRot; vector rezVel = relativeVel*myRot; rotation rezRot = relativeRot*myRot; llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), rezPos, rezVel, rezRot, startParam); } collision(integer num_detected) { vector myPos = llGetLocalPos(); rotation myRot = llGetLocalRot(); vector rezPos = myPos+relativePosOffset*myRot; vector rezVel = relativeVel*myRot; rotation rezRot = relativeRot*myRot; llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), rezPos, rezVel, rezRot, startParam); } These are not
  6. thx a lot, i mean, i have a avatar ,i want to get the pos and rot use a script, after that ,i make my avatar change pos and rot ,now, i want to to get the new pos and rot~~I'm sorry, may be I express is wrong
  7. I should have Different results ,but NOW Is the same result
  8. vector YuanShiPos;rotation YuanShiRot;vector NewPos;rotation NewRot;list temp;list temp2;default{changed (integer change) { if (change & CHANGED_LINK) { key av = llAvatarOnSitTarget(); if (av != NULL_KEY) { temp = llGetLinkPrimitiveParams(llGetNumberOfPrims(),[PRIM_POS_LOCAL,PRIM_ROT_LOCAL]); YuanShiPos = llList2Vector(temp,0); YuanShiRot = llList2Rot(temp,1); llOwnerSay((string)YuanShiPos+(string)YuanShiRot); } } } touch_start(integer total_number)//When I after rotation and position { temp2 = llGetLinkPrimitiveParams(llGetNumberOfPrims(),[PRIM_POS_LOCAL,PRIM_ROT_LOCAL]); NewPos = llList2Vector(temp2,0); NewRot = llList2Rot(temp2,1); llOwnerSay((string)NewPos+(string)NewRot);}} but I get the same result
  9. <0.30000, 0.00000, 0.35010><0.00000, 0.00000, 0.00000, 1.00000> <0.30000, 0.00000, 0.35010><0.00000, 0.00000, 0.00000, 1.00000> avarar sit on the object , save the avatar position and rotation after chang the object position and rotation, i want to get the avatar's position and rotation
  10. <0.30000, 0.00000, 0.35010><0.00000, 0.00000, 0.00000, 1.00000> <0.30000, 0.00000, 0.35010><0.00000, 0.00000, 0.00000, 1.00000> avarar sit on the object , save the avatar position and rotation after chang the object position and rotation, i want to get the avatar's position and rotation
  11. Hi~Rolig, when the avatar sits down, save its local position and rotation and reassign those to the dummy sit target. you mean is save the object position ? or avatar position ? iknow how to save the object position and rotation, but i don't know how to save the avatar position and rotation.
  12. character to stand up, click again on the OBJECT, character will be in accordance with the previous change, change myself
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