I'm trying to move some non-linked objecs togher (in sync with each other)
I've used Logan Bauer's pet script from script library but even with a 0.0001 refresh rate, it can't stay in position
Thanks!
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moving non-linked objects together? |
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Spuds Milk
Registered User
Join date: 28 Sep 2004
Posts: 94
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03-22-2005 00:36
I'm trying to move some non-linked objecs togher (in sync with each other)
I've used Logan Bauer's pet script from script library but even with a 0.0001 refresh rate, it can't stay in position Thanks! |
Jeffrey Gomez
Cubed™
![]() Join date: 11 Jun 2004
Posts: 3,522
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03-22-2005 01:07
Spuds, there are a couple ways to do this:
1) Use a Hinge between the objects (buggy) 2) Use a Listener in each object, then have them move in proportion to another object that uses llSay 3) You can use llEmail, llKey2Name, llRemoteLoadScriptPin, etc, to provide a similar result as part 2. _____________________
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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03-22-2005 11:34
Spuds, IM me ingame for a set of scripts that does exactly what you are asking.
_____________________
Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
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03-22-2005 12:12
Just a note if you do use method 2 or three:
If your "announcer" prim (the one telling the other prims to move) is doing so on a short time interval (say a 2 seconds or less) there's a good chance that the prims will begin to move out of sync with each other. This is because the "say" messages will get back-logged and queued up... causing each prim to act on them independantly and out of sync. |
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
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03-23-2005 13:00
To avoid getting out of sync simply use global coordinates
![]() _____________________
Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
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Lindar Lehane
registered user
Join date: 13 Mar 2005
Posts: 272
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03-25-2005 03:27
Why does that help, Jesrad?
You've got me intrigued ! |
Graham Mondrian
Registered User
Join date: 16 Mar 2005
Posts: 59
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04-09-2005 08:04
Spuds im trying to do the same thing as you for robot legs, is there no way to send a more general event? Like if you desired motion in a direction, send a directional vector to the listening objects until a new one is desired. The directional vector can be sent with a timestamp, an acceleration vector and a position vector of where it should have been at time-stamp so that the worse case scenario is a lag back to the position vector.
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Foolish Frost
Grand Technomancer
![]() Join date: 7 Mar 2005
Posts: 1,433
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04-09-2005 08:26
I just had an idea on how to synch the communication at least. Note this idea has not been tested, and may not work at all depending on how the underlying LSL works.
Have the master script send a message to a single 'broadcast' prim with the specific animation trigger code (like 12 for frame 12). That prim has one script in it for every part that needs to be animated. Each of these scripts gets the message at the same time (in a perfect world) and relays the message to the specific prim needing the data. The the animated prim then proceeds to move the prim accodring to the animation data it has listed for that frame. Now, I don't know what kind of lag this will have, or if it will work at all... The other question is if the SIM will lag the order of the scripts running significantly... Any thoughts? |