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Rezzing a prim with a velocity relative to the Z axis?

Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
11-12-2005 09:14
I'm working on a fireworks display and apparently I've missed something basic I think. I can use the llRezObject to have it shoot the firework straight up, but I want the actual display system to be able to rotate at different angles to achieve different arcing effects with the trajectories of the fireworks. What I need is for the firing script to shoot the firework along the Z axis of the launcher prim which already has a rotation control script. Did I overlook something in the wiki under the llRezObject definition? or do I need to create some script that detects how much the launcher prim has rotated, extract a vector, and then apply that value to the velocity in the llRezObject command?
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-12-2005 09:32
You need to get your velocity times the rotation of the launcher prim. That should project it in the right direction - as a velocity. You're looking at llGetRot and/or llGetLocalRot for the launcher angle, and it might be messy in a linked launcher system.