Search found 19 matches
- Wed Jul 03, 2013 5:16 am
- Forum: Scripting
- Topic: Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIRECTI
- Replies: 3
- Views: 5356
Vehicle Physics Question about VEHICLE_ANGULAR_MOTOR_DIRECTI
I was wondering if it was normal for the results of setting the angular motor vector to depend upon which direction one is facing. I have been using a function call (such as the one below) to add thrust to the angular motor in my fledgling vehicle. llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIREC...
- Mon Jun 24, 2013 6:34 pm
- Forum: Scripting
- Topic: SL to Kitely control event tweak
- Replies: 4
- Views: 5190
Re: SL to Kitely control event tweak
I would highly advise against writing code that runs every frame, especially for things that can be triggered by an external event, handled in a short period of time then sent back to wait until that event happens again. Am I correct in assuming that llSetTimerEvent is the only way to cause a scrip...
- Fri Jun 21, 2013 11:35 pm
- Forum: Scripting
- Topic: SL to Kitely control event tweak
- Replies: 4
- Views: 5190
Re: SL to Kitely control event tweak
Nice explanation. In the scripts I've seen banging around the lsl wiki and free scripts space the sleep is included with no explanation or it is called a kluge. I'd like to understand this a little better. If I set a timer [ llSetTimerEvent(3); ] is the script running every frame? Or, is the script ...
- Thu Jun 20, 2013 10:48 pm
- Forum: Scripting
- Topic: SL to Kitely control event tweak
- Replies: 4
- Views: 5190
SL to Kitely control event tweak
As you may have seen in another thread, I've been working on importing a flight script from SL to Kitely. In doing this I have run a couple experiments, and removed the llSleep kluge. I'm posting this thread as one tiny clue for folks making the transition from SL to Kitely. For the experiment I use...
- Thu Jun 20, 2013 10:22 pm
- Forum: Scripting
- Topic: Airplane scripts
- Replies: 13
- Views: 15645
Re: Airplane scripts
Has anyone successfully introduced an airplane script (with at least some physics) into a Kitely world? Hi Xxaxx, I have a seaplane script that works beautifully here in Kitely. It has full three axis control (pitch, roll and yaw) and 10 throttle settings (plus revers when taxiing on water). Pull t...
- Tue Jun 18, 2013 3:23 pm
- Forum: Building and Texturing
- Topic: Recover Lost Prim
- Replies: 7
- Views: 19200
Re: Recover Lost Prim
Thanks for the reply. Turns out I know exactly where the object is. It is in the middle of the plaza embedded in a concrete cylinder. Problem is, I can't select it, delete it, or in anyway get focus on it. For the future, I think I'll use a modified version of the findme script. Only in this case, I...
- Mon Jun 17, 2013 10:24 pm
- Forum: Scripting
- Topic: Airplane scripts
- Replies: 13
- Views: 15645
Airplane scripts
Has anyone successfully introduced an airplane script (with at least some physics) into a Kitely world? I've tried several of my fav scripts from SL and even with heavy tweaking I haven't poked and prodded them into running in a Kitely world. Would very much like to bring my flying club membership o...
- Mon Jun 17, 2013 10:21 pm
- Forum: Building and Texturing
- Topic: Recover Lost Prim
- Replies: 7
- Views: 19200
Recover Lost Prim
I'm in the midst of converting an airplane script from SL to Kitely. Yes things are not going well. But this is not about the scripting issues. This post is a quest to find some method of locating and capturing my lost planes. Admittedly the plane is a single prim. I would still rather not leave it ...
- Sun Jun 16, 2013 4:19 am
- Forum: Scripting
- Topic: another nice sit script
- Replies: 2
- Views: 3787
Re: another nice sit script
It looks like this script is written so that it can be added to the contents of a prim independent of any other scripts. Would the convenience of plug-n-play make the use of this script by itself be worthwhile? Or, should I open other scripts that may be running and incorporate this script into thos...
- Sun Jun 16, 2013 4:13 am
- Forum: Scripting
- Topic: fireworks particles
- Replies: 2
- Views: 3977
Re: fireworks particles
Fun script. Works great. For some reason I keep thinking the effects of a script should be gone when I delete the script. I know that is not the case. I just keep falling into the thinking. The empty (all default) function turns the spray off nicely when things got out of hand :) llParticleSystem( [...