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Found 2 results

  1. I am working on an animesh project, think of and animated dog walking in a circle, I have pieced together an orbiting script to get the "Dog" to move around a point in space, however the "Dog" is rotating on it's z axis (slow spin) as well. I need the "dog" to remain moving forward without the spin. Also rotation setting should remain x= 0, y=0 , z= movement in space so dog is always facing forward. here is what I have so far: (Credit goes to Kira for the base of the script.) As always your help is greatly appreciated! ////////////////////////////////////////////////////////// // [K] Kira Komarov - 2011, License: GPLv3 // // Please see: http://www.gnu.org/licenses/gpl.html // // for legal details, rights of fair usage and // // the disclaimer and warranty conditions. // ////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////// // CONFIGURATION // ////////////////////////////////////////////////////////// // How precise corners are? float DEFINITION = 0.1; // What range from the owner in // meters? float RADIUS = 10; // meters // How precise should the drift // towards the target be? float TARGET_AFFINITY = 0.8; // meters // When will the object consider // it has reached the target? float TARGET_DAMPENING = 0.5; ////////////////////////////////////////////////////////// // INTERNALS // ////////////////////////////////////////////////////////// vector dPos = <70.90073, 126.89610, 2501.30200>; float a = PI; float b = PI; vector nextPos(vector iPos) { // Circle Rotation if(a >= TWO_PI) a=0; if(b >= TWO_PI) b=0; return iPos + <RADIUS * llCos(a+=DEFINITION), RADIUS * llSin(b+=DEFINITION), 0>; } moveTo(vector position) { llTargetRemove(_targetID); _targetID = llTarget(position, TARGET_AFFINITY); llLookAt( <70.90073, 126.89610, 2501.30200> + <0.0, 0.0, 90.0>, 1.0, 1.0 ); llTargetOmega(<0.0,0.0,0.0>*llGetRot(),1.1,0.01); llMoveToTarget(position, TARGET_DAMPENING); } key _owner = NULL_KEY; integer _targetID = 0; default { state_entry() { llSetStatus(STATUS_PHYSICS, FALSE); _owner = llGetOwner(); llSensorRepeat("", _owner, AGENT, 20, TWO_PI, (1.2-llGetRegionTimeDilation())); _targetID = 0; } sensor(integer num) { dPos = <70.90073, 126.89610, 2501.30200>; } no_sensor() { llSetStatus(STATUS_PHYSICS, FALSE); } touch_start(integer total_number) { llSetStatus(STATUS_PHYSICS, TRUE); llSetForce(<0,0,9.81> * llGetMass(), 0); dPos = <70.90073, 126.89610, 2501.30200>; moveTo(nextPos(dPos)); } at_target(integer tnum, vector targetpos, vector ourpos) { if(tnum != _targetID) return; moveTo(nextPos(dPos)); } on_rez(integer param) { llSetStatus(STATUS_PHYSICS, FALSE); _owner = llGetOwner(); } changed(integer change) { if(change & CHANGED_OWNER) _owner = llGetOwner(); } } //End of script
  2. Hi there. I''m making a script where a non-physical sculptie in the shape of a floating skull is wandering around. Problem, is the skull is facing a direction different from the direction it's travelling. I tried llLookAt, but the skull then moves around it's z-axis, meaning it's top is pointed toward the destination instead of the face. Anyone know how to make it so that it's oriented correctly, or how to find a rotation to make it face the right direction?
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