Cegaiel Shan
Registered User
Join date: 12 Apr 2007
Posts: 9
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06-15-2007 23:07
Hi,
I have this dance script that changes each animation x amount of seconds...
I've ran across some animations, to where I'd like the vector offset.
Ok, you know on how the offset, ie dance pole, is setup with llSitTarget(offset,ZERO_ROTATION); and offset equals something like <0.3,0,0>
I tried calling another llSitTarget command before it switches animation so that the next animation has the offset that I want... But it doesn't seem to make the avatar move..
What do I need to do (what function), to make an avatar change vector offset while the script is running?
Thanks in advance.
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Robin Howe
Registered User
Join date: 16 Nov 2006
Posts: 3
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06-16-2007 01:01
Hi!
I suggest that you post this in the Scripting Tips forum, or request that it be moved there.
This is actually a scripting question, and you'll get much better, and quicker, answers in that forum.
Hope this helps!
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Aleister Montgomery
Minding the gap
Join date: 30 Apr 2006
Posts: 846
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06-16-2007 01:16
Changing the sit target won't affect an avatar already sitting on the poseball. It only takes effect if the avi stands up and sits down again. All you can do is to move the poseball itself. But the poseball needs to be a single object, moving it as the child prim of a linkset won't work too. Either that, or you change the animation accordingly.
Personally, I'd create the dance pole in a way that it spawns the poseball when rezzed (using llRezObject) and then communicates with the poseball (llWhisper, llListen) in order to submit position and rotation values. A little trick: link a small invisible prim to the dance pole, at the position where the poseball needs to be. Move that prim within the linkset (llSetPos, llSetLocalRot) and have it whisper its position and/or rotation (e.g. llWhisper(-7854,(string)llGetRot()); ), for the poseball to jump at the same spot / rotation. That way you don't need to calculate with the current rotation of the dance pole itself.
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