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llSetRot() problems

Fargo Wirefly
Registered User
Join date: 15 Nov 2008
Posts: 5
04-09-2009 09:22
Hello,
Im trying to return an object to its original rotation after it has been rotated by using llTargetOmega()..

First I call a function that captures the original rotation using my_var = llGetRot(), then i rotate the object using llTargetOmega(<0,0,1>,3,3) I then stop the rotation using llTagetOmega(<0,0,0>,0,0) but when I try to restore to the original rotation using llSetRot(my_var) nothing happens.. If I right click to edit the object snaps back to the original rotation, or if I use the above code but rotate the object in edit mode and dont use llTargetOmega it works OK... any Ideas?

Thanx in advace..
Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
04-09-2009 09:34
I heard somewhere you have to change the rotation slightly for it to show.
It should be because TargetOmega is not rotating the object on the simulator, so when you try and set it to what it is, the simulator does nothing:)
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Fargo Wirefly
Registered User
Join date: 15 Nov 2008
Posts: 5
04-09-2009 09:49
hello,
thanks for the reply.. Thats what I was afraid of and suspected. Last nite I did try converting the rotation from a rotation to a vector representation of the rotation. then reconverting back to a rotation and using llSetRot(); I thought it seemed to work but was getting very tired and now Im not sure..
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
04-09-2009 12:07
target omega in a non physical object never actually changes the rotation the object on the server so instead of trying to physically force the prim into a position it's already in on the server, just hake a change that forces a viewer update to get it back into position on the viewer... swapping the alpha or a texture on a hidden face works, as do a few other things, like hover text, and possibly sit text.

unfortunately they removed the ability to see beacons for prim updates to the viewer, that was handy for seeing if a function caused a full (red) update, or just a partial (blue) one.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
04-09-2009 21:33
From: Void Singer
unfortunately they removed the ability to see beacons for prim updates to the viewer, that was handy for seeing if a function caused a full (red) update, or just a partial (blue) one.


Heh, probably because so many people were inadvertently activating it. Do you have any idea how many times I've heard "there's red boxes all over everything".... lol
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
04-09-2009 21:48
From: Void Singer
unfortunately they removed the ability to see beacons for prim updates to the viewer, that was handy for seeing if a function caused a full (red) update, or just a partial (blue) one.

No they didn't!! They just removed the keyboard shortcut..

It's in the Advanced menu (ctrl-alt-d if you don't' have that) as Show Updates.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
04-10-2009 00:44
bugger sure enough, swear I searched up and down for that...

partials are better since they take less traffic
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
04-10-2009 04:35
From: Johan Laurasia
Heh, probably because so many people were inadvertently activating it. Do you have any idea how many times I've heard "there's red boxes all over everything".... lol
Yeah, but haven't you heard, " I was playing with the advanced menu and I can't remember what I did, but then all these red and blue boxes appeared and they won't go away?"