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Moving two linked objects the same way...? |
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Winston Lagerlof
Registered User
Join date: 13 Jan 2006
Posts: 11
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01-29-2006 17:16
I've got this little floating platform with a prop underneath. The blades are one linked object that rotates alone, and this looks alright by itself; however, I thought it'd be neat if the whole platform moved up and down slightly as if hovering. I've got that script worked out, but now I need to get both parts of the platform to move at the same time. I tried just throwing the movement script into each object, but they're slightly off and it doesn't look right. Is there any way to have one object sychronize the start of its movement with the other?
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Kermitt Quirk
Registered User
![]() Join date: 4 Sep 2004
Posts: 267
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01-29-2006 19:24
I actually need to do this myself at some point, but it was just for a side project that wasn't too important so I haven't quite got to it yet. At a guess, I'd say have one master script which sends a link message to all other prims. Then have one script in each prim which catches the link message and moves the prim.
However, I'm sure there'll be times when the link messages don't get processed at the same instant. Only thing I can think of that might resolve that is to have the master script send a time within the link message. The time would have to be a second or less into the future (depending how fast your updates need to be). Then when the child scripts get the message, they'd poll the time as fast as they could, and actually apply the change as soon as it hits the time sent by the master script. With a bit of luck they'd both get applied at almost the exact same instant. |
Winston Lagerlof
Registered User
Join date: 13 Jan 2006
Posts: 11
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01-29-2006 19:30
You know what, I've been reading up on this, and apparently I need to use a joint. They specifically mention propellers here: http://secondlife.com/badgeo/wakka.php?wakka=Joint Maybe it can help both of us
![]() The problem with mine was that I didn't want to have to enable physics since there are intersecting prims. I'll just have to modify the design, I guess. |
Kermitt Quirk
Registered User
![]() Join date: 4 Sep 2004
Posts: 267
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01-29-2006 23:35
Joints may work, but I tend to avoid them. They're one of those things that's there, but never really worked fully. Don't think they'd suit my problem, but by all means use them if they'd help you. Just be prepared for things to go west if/when LL finally decide to get joints working properly.
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