"Fixed rotate" script?
- Ilan Tochner
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Re: "Fixed rotate" script?
That's a good question that you can easily test. Create an object in front of you and have it spin slowly. See if at any point the server allows you to pass through that path when you see the object as no longer blocking your way but the server (if the documentation is correct) registers that object as continuing to prevent you from moving forward.
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Re: "Fixed rotate" script?
OK, I've made a simple test object and placed it on the path outside my shop (near the lake) here: https://www.kitely.com/virtual-world/Ha ... ndys-Tools. It's free to copy and modify.
It's a two-prim object, with the root (red) base prim stationary and the child (green) tall prim rotating; the red prim marks the actual, server-side rotation of the green prim. Walking through, you collide with the green prim only in its actual (zero) rotation, marked by the red base, not as it rotates client-side. You can touch it to stop and start the rotation, and when the rotation stops it explicitly sets it back to zero.
You can unlink the prims so that it's the whole object that rotates rather than a child prim; this has the same effect.
It's a two-prim object, with the root (red) base prim stationary and the child (green) tall prim rotating; the red prim marks the actual, server-side rotation of the green prim. Walking through, you collide with the green prim only in its actual (zero) rotation, marked by the red base, not as it rotates client-side. You can touch it to stop and start the rotation, and when the rotation stops it explicitly sets it back to zero.
You can unlink the prims so that it's the whole object that rotates rather than a child prim; this has the same effect.
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- Ilan Tochner
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Re: "Fixed rotate" script?
You're welcome. I had to make sure my understanding was correct, especially since one of my products (the swing system) revolves around llTargetOmega() (pun intended).
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