First, I am an amateur scripter at best, took some C++ at University, understand things like declaring variables, using operators, functions, function calls, basic loops, nested loops, long, short, integer, floats, simple things like that...How to take that across to work in LSL is another book altogether for me, although, when opening freebie scripts to take the opportunity to understand how they work, seeing things like For i >=5, i++...Right..or, On touch, On Rez...pretty standard stuff and fairly straightforward to navigate...I even have Particle Wizard and it's about the same to build a particle type using that and then look at the code created to see what its doing, albeit even that is starting to run away from me SOMEWHAT...Now comes the deep part...,Sorry, Noob I know...
Im 45...In my RL job, I'm a Robotics Engineer, working with industrial robots and CNC machining centers, so, I completely understand the concepts of Cartesian and orbital coordinates...3D space and all of that...That statement sets up my questions...
I see alot of ads where people selling LARGE PRIM items, like yachts, will add that these are NOT meant to move (I assume because they have built features into them that HAVE to rely on the stock SL Cartesian coordinate system to work or for placement to be correct and attempts to move the whole thing would "disturb" the linked items within the build (For lack of better wording there...)...and, lately, I have also seen ads for things like aircraft that are described as using a "Physics" engine that frees them of the bounds (or, limitations...) of your standard X,Y,Z coordinate system...
Okay, now, the questions:
1. Does everything in SL HAVE to rely on the stock X,Y,Z coordinate system?
2. Either way, is it possible to have a moveable object that can freely move...no...wait...not quite...Is it possible to have a LINKED item to a MOVING PARENT ITEM, wherein the LINKED ATTACHMENT (?..Not to be confused with avatar attachments), can ALSO move, or, be INDEPENDENTLY cycled?
As an example, can I have a moving ship (Any given direction) and script a cannon to auto aim at an incoming target and hold that target, cycling itself to do so, irrespective of the parent ships movements (Provided the target is within the field of view, or, Work Envelope, of the cannon)?
Is there a way to script something to always get an update of the ships coordinates, maybe have a given offset in X,Y,Z from the parent center to the cannon (For instance) and given that constant, use that to stay in place within the parent, but, independently hold the target lock on the incoming object?
Would that cause a load of lag because if I DO undestand that much, Im basically asking if the CHILD object (Cannon) would be scripted in a variant of a "LISTEN" function, which I think I heard DOES cause lag because its holding the channel open to "Hear" a repeating coordinate update?
How then are the folks using these "Physics" engines getting around using these types of scripts in a way that doesn't cause a lag hog?
IS that too deep? Confusing I know, but, Im trying not to be...I'm really trying to be thorough enough to convey the concept without subjecting you to the obvious discrepancies in my ability to script and understanding of exactly how to do it...
Anyway, if anyone is willing to tackle this and help me understand how that works, or not, if it simply can't be done, but, nothing just CAN'T be done...
I appreciate any constructive feedback...positive or negative, as long as I come out knowing the limitations I am facing in attmepting it...or not...
Thanks for your time and assistance...
See ya IW maybe...
Quik Taurog
