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Cant get object to keep up with another one! |
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-01-2007 04:49
Does anyone know how to allow me to keep 2 objects moving in the same position relative to each other when the one object moves. i have used the multimove thing but it always messes up and the object ends someway behind the other object. this is annoying because i am build a car with over 32 prims and i plan to build one half and make the other half move with it so that it is in effect following. any help with that?
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Lyn Mimistrobell
(waiting)
Join date: 11 Jan 2007
Posts: 179
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08-01-2007 05:26
The best way to do that, is by the driver wearing the other object as an attachment. Trying to follow object A with object B, will never be smooth due to lag and sleep inside some of the LSL functions.
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-01-2007 07:30
how do i do that and what do i do for it?
i have built the turret and it will have the TCS thing in it so i need to change it to the avatar combat one for it to work. |
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-01-2007 07:30
how can i make the attachment rotate to wherever i am looking when it is an attachment?
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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08-01-2007 08:09
how can i make the attachment rotate to wherever i am looking when it is an attachment? easiest way: attach it to the head, but this is unreliable. more difficult way: use llSetLinkPrimitiveParams() in the prim you are sitting on to adjust the avatar's rotation to the proper direction you've calculated. _____________________
My SLExchange shop
Typos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work. |
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-02-2007 03:33
yeah attachment is unreliable i have tried it. but i have come up with a better idea based on what i saw in real life so that it is possible to make the turret keep up.
Oh yeah, just one more question. do scripts work when you click the physical box in an item? |
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Alicia Mounier
Registered User
Join date: 17 Oct 2005
Posts: 78
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08-02-2007 03:39
well depending on what the script does, like in a vehicle that uses the SL vehicle system will have to be physical, unchecking that box will make it stop. As far as your turret woes, it is best to have it as an attachment or build it on the vehicle, though you will have to sacrifice prims to support the turret and the number of people that will be riding in the vehicle.
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-02-2007 05:05
but if i make the turret physical it will follow the vechicle if i put it in a ring so that it is in effect linked to the object but without itacctually being linked.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-02-2007 06:33
but if i make the turret physical it will follow the vechicle if i put it in a ring so that it is in effect linked to the object but without itacctually being linked. Ah, if I understand correctly, sort of a linkage assembly. One caution: sim boundaries are probably not gonna be gentle with that assembly (linkages aren't real stable--in fact, from what I've seen, they can kinda spontaneously disassemble, probably a Havoc glitch). |
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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08-02-2007 07:19
You could try to 'cage it' into being part of the vehicle without actually being part of the linkset, however the slightest bit of lag and you'll have it go through part of your ship, or if you cross a sim it could just launch the turret out into space or even just leave it behind.
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-02-2007 09:50
how do i "cage it" please tell me, i am interested by this idea as mine failed.
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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08-02-2007 10:03
Pretty much what already has been said.. a physical linkage.
Problem is that the physics solver doesn't work well with "linkages", as most objects it tries to represent with bounding volumes without holes, and ones with holes make it barf badly. You can have anything happen, from your objects blowing apart, to the sim crashing from "deep think", to the pieces just not staying together. Generally, it is not worth the trouble to try and make work, compared to other solutions, like non-physical movement, attachments, etc. |
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scubanutter Mills
Tanker, First Class
Join date: 16 Jul 2007
Posts: 18
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08-03-2007 02:15
how do i make something have a non physical movement?
also i got the turret to workwith multimove but all i need now is to put a rotation script in it. |