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Showing results for tags 'position'.
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Somehow I thought this would be easy, but I am still struggling with some rotation things (what's new lol). I am building a positioning HUD. This HUD needs to position me an exact distance left or right of a target-avatar. My rotation is not important (as i understood that a HUD cant rotate me after positioning). The id of the target avatar is known by using llSensor. The positioning of the target is, of course important. My question is how can I determine if I am standing somewhere left or right of my target-avatar (I can be standing in front of the or behind it), and after tha
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Hello! I have such a funny script, it works fine, but for some reason, every time I change the position of the object or just rez it from inventory, I have to reset the scripts. otherwise, the object either flies up to the sky or moves to its original position. why it happens? string animation; // the first animation in inventory will automatically be used // the animation name must be stored globally to be able to stop the animation when standing up integer k; integer flip = 1; list params; vector pos; integer link = 0; default { state_entry() { // set sit target, ot
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I want to make a script that makes me push the person who comes near me , I used llSensorRepeat and set range to 0.7 , But i can't figure out the position/rotation to push, I want my avi to push the person and return back , I need help how to use llPushObject(llGetOwner(), . . .) , Can't find the direction/position of my target. I used llDetectedPos(i) and llGetPos() then llVecNorm to get the normalized vector and then used that as direction but still not working good.
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So I have an script which, for a physical object, returns it to its starting point after a while. Works fine. When the script is initialized, or the object is rezzed, it captures the current position, which becomes its new home position. It returns to there. But if someone re-arranges the objects with the build tools, the script does not know this. So it returns to the old position. Having the builder manually reset the object scripts works, but it's a pain. I'd like this to Just Work. Any way to detect "build_end"?
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I'm really stuck on this one. I can add the attachment's local offset to the 'center' it reports, but it's still off by significant bit, and I just don't know where to start with variables. - accounting for avatar height and the avatar's rotation seem like the only way to make these transformations? Has anyone ever taken a swing at this?
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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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Hello, i'm learning LSL by trying to make a custom texture+color+sheer+materials HUD. I'm doing a decent job so far I think, and the forum has already helped me with Chimera's Color PIcker, the code of which I have modified and embed into this custom HUD. My current question is about minimizing/restoring the HUD and all its children. I have already implemented that, but the effect is not rapid as in other HUDs i have seen and/or used. In my HUD the min/restore button is the root prim, and the way i move it off and on screen is via this function I have coded: integer g_is_hud_minimized