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Lash Carver

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  1. ok after looking into all of this, I suddonly realized Rolig's example is perfect except for one thing. If you rotate the child prim, it does not keep the rotation given after being rezzed. How can I incorperate the child's rotation into the mix so it can be rotated in any direction relitive to the parent prim?
  2. Thank you all so much for the information! I will work with it all a bit more and see if I can get it working. You've really helped me alot!
  3. Yes your example works perfectly and that's exactly what I am needing (although your rezzer was no mod so I couldn't see that part). For some reason mine does not work like that... Here's what I have... //when position & rotation are recorded list x=llGetPrimitiveParams([PRIM_POSITION,PRIM_ROTATION]);Pos=llList2Vector(x,0);MyRot=llList2Rot(x,1);MyOffset=<Pos.x-ParentPos.x,Pos.y-ParentPos.y,Pos.z-ParentPos.z>;//when rezzedlist x=llGetObjectDetails(ParentKey,[OBJECT_ROT]);ParentRot=llList2Rot(x,0);llSetRegionPos(llGetPos()+MyOffset*ParentRot);llSetRot(ParentRot); As-is, it rezzes the child prim sideways everytime instead of the rotation I had it when I recorded.
  4. ugh sorry hard to explain, thats why I tried to use the symbols for you. It's like this... the rezzed prim stays in the same position based on whatever the rezzer's rotation is.
  5. But there has to be a calculation using the old rotation for it to come out right. If I match rotations... the child starts at 90 degrees. I rez it matching the rotation of the parent and now the child rezzes at 0 or whatever the parent is, without even rotating anything. see what I mean? Thank you for the continued help though!
  6. yep quick & tiny sensor scan to get parent/rezzer. But as I said the rezzed objects are rezzed at the wrong rotations right now. I need them to be rotated according to how they once were mixed with their new rotation. What am I doing wrong?
  7. In my build, the rezzed objects can go beyond the 10m by memorizing their own locations and rotations and when rezzed they jump into position. So how do I do this without using a rezzed pre-determined location? Right now I'm trying something like this... (but failing) llSetRegionPos(llGetPos()+MyOffset*ParentRot); Obviously all pieces are rezzed exactly ontop of the rezzer then moved into position.
  8. Can somebody please help? I'm basically making a rezzer but I want to be able to rotate it and have it rez stuff "forward" according to the rotation of the rezzer itself. I have the position part worked out, but the rotation is always wrong! I don't know how to do this mathmatically! I'm rezzing the objects using the rezzer's current rotation but I'm guessing I then need to add / subtract / multiply the prim's origional rotation? so if I record positions and rotations like this... v = then rotate and rez, it should look like this... < || or this... = ^ or this... || > does that make since?
  9. I already scripted the part where it gets the person's size (width and height being most important). That part I can figure out on a trial basis. I just don't understand how to calculate an offset based on the person's rotation. can you give me a vague idea of the calculation I would need?
  10. Yes I know that part. Like I mentioned though, I don't want it inside of me. I was hoping to calculate (about) where my right shoulder would be. That is the part I need help with.
  11. yes that is what I want. I just need the calculation for jumping it into position with the correct rotation using SLPPF. Is that something you can help with?
  12. Thanks for the reply but I'm talking about moving to the shoulder WITHOUT being attached. Sorry I didn't specifically say that. I need to get the avatar's position and rotation, then some sort of calculation would tell me where his right side would be...etc
  13. I'm trying to make a script that will move a prim to an avatar's shoulder (or somewhat in the area of...) but I'm not sure how to do this when you throw in rotations. I need to jump the prim to a location based on the AV's rotation, to always land near the right shoulder. help? Thanks in advance!
  14. So right now I just have a vector set for the current local position of the child prim. Then I was hoping to calculate it from there using the scale (and yes I mean size). Take a look at this terrible example I threw together. So when the box is enlarged, the line is too so the actual resizing is correct (from the other script) but when I tell the "line" to go from one position to the other using local position, where the line NEEDS to be is now moved. The 3rd colomn here is larger so the line needs to move along the X AND Z axis. But the 4th Column the box is only wider so it only needs to move along the X axis... So what I'm needing is a way to set a static local position, then multiply (according to the new size) so the "line" goes into the correct positon. And no, the child prim is not moving on any one axis from the root, it is off center on all 3 axis.
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