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help! I need a relative rotation script

Mercury LeShelle
Designer / Constructor
Join date: 3 Jan 2007
Posts: 4
04-23-2008 03:09
I have built a windmill sometime ago, and it looks great, but the target omega script I use has the limitation that it rotates relative to the world, so globally? I presume.

So if I move the windmill to a different angle, say 90 degree I need to modify the script to recognise this move or the rotator starts rotating through the roof.

Any angle in between 90 degrees is obviously tricky.

I know scripts exist to rotate objects (this rotor is a linked object of about 14 prims - the root being the shaft) relative to the local object not to its position in the world as I've seen it done, but I can't find one!

Any tips on how to achieve a movable and still functioning without re-editing rotor would be greatly appreciated

My scripting knowledge is growing, but still can't figure this one out! - so please be simple as I don't know a huge amount yet.
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
04-23-2008 05:30
I have a wind turbine that fits your description perfectly at: http://slurl.com/secondlife/Scamp/95/152/73
( it is 125L$ )
Take a look at it, you can take it apart and use the pieces.
You will need to figure out the relative coordinates of rotor to tower.
The turbine rezz the rotor as a temporary object;
every tine it is renewed the rotor will be in place also if the tower was moved

This rotor turn against the wind and spin faster in strong wind.
If you don't need that take it out ( or don't put it in ) the rotor.

fair wind
_____________________
From Studio Dora
Mercury LeShelle
Designer / Constructor
Join date: 3 Jan 2007
Posts: 4
04-23-2008 08:01
that sounds ideal, I'll pop over as soon as I can get inworld... the wind adjustment sounds great too, as a windmill is going to be affected just the same as the turbine, probably a slower turning rate. but the same function.

Thanks Dora I'll take a look