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Wildthrust Mathilde
Registered User
Join date: 22 Nov 2006
Posts: 49
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06-12-2007 16:35
1- I create a bullet by making a cylinder and makeing it like .01x.01x1. I make it a bullet and fire it, and it fires in the same verticle position that I created it in. IOW I see the 1m side as its flying away instead of the .01x.01 bottom. I rotate it and pull it in my inventory, same thing. How do I get the bullet to come out with the .01x.01 end facing horizontal?
2-I want the bullet to travel faster then the max rot vel. Should I used the llApplyImpulse since it's a phisical round?
3-If I want to use a non-phisical round, im guessing from some of the posts ive read I should use warppos?
4-I also have heard that all attached items with scanners scan from the center of the avatar's bounding box. Does that also hold true for HUD attachments?
5-Does wind effect phisical rounds? phisical phantom rounds?
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Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
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06-12-2007 18:50
1. Either change the dimensions to 1.1 x 0.01 x 0.01, or change the rotation in your llRezObject call. Objects rezzed from a script do not use their last in-world orientation, they are given a rotation by the rez call.
2. Yes, if it's physical llApplyImpulse will change its velocity, use a vector with a positive X value to speed it up.
3. Using warppos will move the bullet "through" interstitial objects (those between current pos and warp destination) without collision. It's essentally a series of llSetPos() done all in one go.
4. Yes, HUD attachments are still attachments for most purposes, child prims of the avatar, so their world position is that of the avatar (the root prim) while attached.
5. No, wind will not affect your round unless you script it do so. From the wiki: "Wind affects avatar clothing/hair, trees, and can affect particles and flexible prims. Wind "naturally" (programatically) varies in velocity and direction. Wind does not cause friction."
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Wildthrust Mathilde
Registered User
Join date: 22 Nov 2006
Posts: 49
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06-13-2007 17:27
Ahh, thank you. That means if I want to do a non-phys round it needs its own scanner locked to the target so it can correct as it travels, and when it gets to the end, simply deliver it's payload instead of looking for a collision. Nice, tnks
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