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llFunctions

Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
01-29-2003 02:37
I think the way llSetScale works now should be changed to llSetDimension, since when you use it, you are actually calling out a float value along each axis, between 0.0 and 10.0. llSetDimension would then work well on single primitives, or actually you could use it to modify a set of linked objects so that they expanded or contracted proportionaly to fit with in the called out dimension.

Then I think llSetScale should work more like a photocopier, i.e. if i llSetScale(150%)(probably 1.5, but for clarity i used the percentage) then all the object dimensions are multiplied by 1.5. You could make the argument that the volume is what is multipled by 1.5, (then all the dimensions would be multiplied by the cube-root of 1.5) but i am not sure if that would make as much sense to most people.

primarily, i think the llSetDimesion would be used on single primitives, while the llSetScale would be for linked objects.

Also, I would like to have access to more of the build commands, through the scripting language. Like, hollowness, cuts, and what type of primitive. I think i mentioned this before, but i thought i would mention it again, just for fun, also since when i do build i almost always write a script to do the work for me :-)

I still want more stuff having to do with key id's, like llDetectedPos, or another way would be to give us some what to access the lists that are created by each of the events, like sensor, or touch_start. If we could use key id's for some library calls, it would probably have to make sure it is on the same sim as the object, otherwise, it wouldn't let itself run...
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
01-30-2003 08:40
oh, another one from the old forums, I want to be able to control an Av's camera, even if it is only rudamentary commands, i still want em!
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BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
01-30-2003 13:43
Hey Nada McsNadasalot,

If you had made it back inworld, you will notice that we now have "View>>camera controls" which give us back the camera that was on the alpha build state.

not sure if thats what you mean though.

BBC
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Nada Epoch
The Librarian
Join date: 4 Nov 2002
Posts: 1,423
01-31-2003 01:41
not really, i want to write a script that takes control of the camera and moves it where i tell it to got. The idea came from wanting to make a periscope for a submarine, where i would just take the av's camera and stick it on the top of the set of primitives that made said viewing instrument. also. i think it would be helpful to make fixed pov from when playing a game i design. The lindens spouted out some good ideas, like putting the camera an the tip of a bullet, or doing a roller coaster with it.
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Orrey Stone
Huh?
Join date: 5 Dec 2002
Posts: 42
same line of thought
01-31-2003 07:05
along these same lines Ive really been wanting a llTakeSnapshot() call. so you could have an object take a snapshot along a vector that you chose. You could then load the shot onto another object - linked - have it call the UUID - any number of ways. The other object could display it as a texture - bingo a TV camera - great for Disco's, Living rooms, securtiy cams , or just a periscope in my secret lab :). I can think of a lot of ways a mobile camera object could be used.

I think for bandwidth reasons the framerate would have to be kept to slideshow type rates 1 - 5 frames a minute to start, but it would still be cool.
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Shebang Sunshine
Royal PITA
Join date: 3 Dec 2002
Posts: 765
Re: same line of thought
01-31-2003 07:35
From: someone
Originally posted by Orrey Stone
along these same lines Ive really been wanting a llTakeSnapshot() call. so you could have an object take a snapshot along a vector that you chose.


Ooo great idea! I'm seeing "SLolan Mills" studios popping up all over SL....


#!
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
01-31-2003 07:40
llTakeSnapshot

I have often wished for this, but I don't think we'll get it. The actual rendering of the world is done on the client side. That's why pictures have to be uploaded after you take them.

So an object sitting there in the sim has no rendered view of the world. Unless they implement some kind of server side rendering, but I wouldn't hold my breath.

Now an llGrabView or something that changes your avatar view to be "looking out" of an object along some vector from some origin, that would work, but I don't know how useful it would be.
BuhBuhCuh Fairchild
Professional BuhBuhCuh
Join date: 9 Oct 2002
Posts: 503
01-31-2003 12:16
aahhh, I get you now. yah - camera controls like animation controls. THe objet snapshot, that would be tough, but controling an avs pov through a scriupt shoudn't be to hard, We already have llPointAt or whatever that is

BBC
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Films due Dec 4, screening Dec 7!
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