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 Post subject: Rotation Script
PostPosted: Mon Apr 27, 2009 1:57 am 

Joined: Mon Apr 27, 2009 1:52 am
Posts: 6
Just making my contribution. :) I am testing out multiple scripts in my sim that I have ported from SL and have noticed that your forum does not have.

{L_CODE}:
default
{
    state_entry()
    {
       llTargetOmega(<0,0,0.2>,PI,1.0);
    }

}


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 Post subject: Re: Rotation Script
PostPosted: Mon Apr 27, 2009 6:10 am 
OSG Elite
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Joined: Fri Oct 17, 2008 11:30 am
Posts: 300
Location: Yorkshire, England
Just a note that the use of llTargetOmega() has recently been discussed in this thread here. It can be a bit confusing to someone who uses it without understanding how it works - that it's a client-side effect, and doesn't actually rotate the object in-world, just on your screen, and might well appear in different positions on different people's screens. Having said that, it's a very powerful effect.

The LSL Wiki entry is entirely valid for OpenSim, since the client code is the same in the SL client, Hippo, etc.

_________________
John
UK resident; OSGrid & Second Life: "Barrington John"; code monkey in RL
OSGrid region server: P4/3.6GHz/2GB, Ubuntu Karmic/Mono 2.6/MySQL 14.14v5.1.37, home ADSL (~8.5Mbps/0.85Mbps), 8-14 regions, 2 users


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 Post subject: Re: Rotation Script
PostPosted: Mon Apr 27, 2009 7:15 pm 
Site Admin
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Joined: Sun Feb 22, 2009 1:39 pm
Posts: 402
Location: Wisconsin, USA
I found one fun use for the script (actually the second time I've used it, the first was in my wind turbine on a tower):
the beanie prop spins fine if you attach it separately from the cap to the head. Each part is attached to a different part, for example, the prop to one ear and the cap to the skull.


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beaniecap1.jpg
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 Post subject: Re: Rotation Script
PostPosted: Tue Apr 28, 2009 7:14 am 
Site Admin
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Joined: Wed Jul 16, 2008 7:22 pm
Posts: 186
Wait... you can use it for something other than hideous spinning advertisements?

Who knew?! ;)


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