|
Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
|
07-22-2004 20:24
Hey, ya know the local option on llPushObject? What's the difference between that and global? I mean, it's not like you move locally for you and globally for everyone else, so what's the difference?
_____________________
Touche.
|
|
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
|
07-22-2004 21:14
I'd hazard a guess that it depends on your rotation/orientation, but I could be completely wrong...
Global coordinates:
llPushObject( PushVector )
Local coordinates:
glPushMatrix(); // or Havoc equivalent glRotatef( ScriptObjectRot ); llPushObject( PushVector ); glPopMatrix();
Azelda
|
|
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
|
07-22-2004 21:33
I believe it has to do with if you want the parameters passed to be relative to the object that your pushing (TRUE), or relative to the global axes (FALSE).
If you pushed an avatar with <1, 0, 0> linear force, with a TRUE local parameter, the avatar you pushed would scooch forward, as if the user had pressed the up arrow on his/her keyboard, no matter what direction the user is facing.
If its FALSE, the avatar you pushed would be pushed in the same direction no matter what rotation he/she is rotated to. ==Chris
|
|
Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
|
07-22-2004 21:34
Aha, that explains it. Thanks guys!
_____________________
Touche.
|