Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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08-19-2005 15:46
I was looking around to find away to counteract recoil with llApplyImpulse. When llApply Impulse is on the gun has a delay, of course, and I've heard that you can have the bullet apply the impulse on the shooter on rez. Is there a piece of script I can use for this, because I do not know how to do that? It would be easier to use this on the shooter, since I can calculate the bullet mass and speed easier from the projectile.
Also, can I use llApplyImpulse as a booster for a projectile already in motion?
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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08-19-2005 23:11
If the execution time of the on_rez event is fast enough, you may be able to get away with calling llPushObject from the projectile to negate gun recoil. As for your second question, yes  Example code in projectile: default { on_rez(integer param) { // We're assuming the gun that fired this bullet is attached to the owner here. llPushObject(llGetOwner(), -llGetVel() * llGetMass(), <0, 0, 0>, FALSE); } }
I *think* that should work. As an easier alternative, you can just make the gun llMoveToTarget(llGetPos(), 0.5) before rezzing, and llStopMoveToTarget a few tenths of a second later. That should prevent the llRezObject from moving the avatar. ==Chris
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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08-20-2005 07:28
Thanks. I actually got the llApplyImpulse to work on the gun, but I found out that if I use multiple rez scripts, it starts up a weird back-forward movement on the other rezzes. I'll probably end up llPushObject on Owner, unless there's an llApplyImpulse that can work.
With the second one, I might end up having to revisit my rocket launcher.
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