okay, somebody gave me a script that has 2 prims... the root prim is a sculpty and when you click it, the 2nd prim points at the spot you clicked and shoots particles out from right there. it's pretty clever, and works great! except.......!
if its rotation is not all zero.
you turn this thing, its particle shooter gets lost.
okay, so the detectedtouchpos returns a point in 3d space, and then he has the particle shooter do llLookAt that vector. how can that 3d point be manipulated to be accurate for llLookAt with the object rotated? i know somebody on here told me once upon a time how to calculate a point with rotation, but for the life of me, i can't remember... oh, maybe its in one of the old edge rotate threads....
http://forums.secondlife.com/showthread.php?t=276049
okay, i hope that's not the same thing, because i STILL have no idea what deanna is trying to tell me in that thread :X
okay, as far as i can tell... the detected pos is giving the correct world coordinates for where i click the object (because it also rezzes something at those coordinates). but when the child prim tries to 'look' at it.... for some damfool reason, it is offset.
annnnnd, apparently it's something fubar in the lllookat for child prims because no matter which way i turn this thing it IS giving the proper coordinates that i'm touching. :
