Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

TargetOmega and SetStatus conflict

Paul Wardark
Wait, what?
Join date: 10 Jan 2009
Posts: 383
07-30-2009 21:31
I'm trying to make a little object float, spin only on one axis, and die after 15 minutes. This is the script I'm using. Just a bunch of calls in a row.

The thing DOES float fine, and it deletes itself fine. It even floats fine. But in the current incarnation, it won't spin. If I take out lLSetStatus, it spins- but then if it bumps anything, it flips over too- which is bad, since I designed it with a top and bottom.

Anyone have any input?


CODE


default
{
state_entry()
{
llTargetOmega(< 0.0,0.0,1.0>,PI,0.05);
llSetBuoyancy(1);
llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y, FALSE);
llSleep(900);
llDie();
}
}

_____________________
Cerise Sorbet
Registered User
Join date: 8 Jun 2008
Posts: 254
07-31-2009 00:32
Hi Paul! llSetStatus is more reliable for me when I put it before llTargetOmega. I hope it helps for you too.
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
07-31-2009 01:01
llSetStatus is a prim attribute, so it will stay until you change it back.
Say, you set llSetStatus(STATUS_ROTATE_Z, FALSE); at some point,
then your prim will not rotate around Z until you do: llSetStatus(STATUS_ROTATE_Z, TRUE);
_____________________
From Studio Dora