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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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09-19-2007 19:39
Slowly going crazy here. I want it to rotate an object so it points towards some location. I put this in a cube: default { touch_start (integer count) { vector here = llGetPos(); vector there = here; there.y += 5.0; there.y += 5.0; llRotLookAt(llRotBetween (there, here), 1, 1); } }
When I do this, it barely moves.. Just twitches a little on each axis. Shouldn't this make the cube point towards x+5, y+5??
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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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09-19-2007 20:53
The problem is the documentation is a bit ambiguous, I tried to clear up the LSL Portal version.
The two vectors are actually directions and are relative to <0, 0, 0>. The forward direction vector is <1, 0, 0> not <0, 0, 0> which doesn't define a direction at all since it is the origin.
Try doing <1, 0, 0> and <5, 5, 0> which is the same direction as <1, 1, 0> or <.1, .1, 0>.
Also your codes adds 5 to y twice, not to x.
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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09-20-2007 08:32
This and other similar questions have been answered many times. Here is how I do it... there = llGetPos() + <5,5,0>*llGetRot(); I think. i am a little rusty...that's why you should search the forums 
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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09-20-2007 08:45
I think you'll have more luck with llLookAt(), which will do a lot of the math for you. You give it a point, and it points one of the axes at it. So if you have a vector direction, just add that to llGetPos() and feed it into llLookAt().
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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09-20-2007 10:44
llSetRot(llRotBetween(<0.0,0.0,1.0>,llVecNorm(target-llGetPos()))); // point object's Z-axis at target location
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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09-20-2007 17:23
From: Ralph Doctorow Also your codes adds 5 to y twice, not to x. /me eeps. Didn't work either way..  Thanks, Guys! Got it all sorted now! 
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