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LIO Diesel
Registered User
Join date: 2 Sep 2008
Posts: 28
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12-16-2008 03:26
Hi,
I am stucked with the problem explain below.... I had a sphere. when iused llGetVel() function it returns values in x,y,z in negative and positives. What i want is if some avatar is collide with sphere, i want to move the prim accordigly opposite direction so that it looks like somone is hitting the ball. I want to find the exact direction if the avatar.
give some ideas regarding this.??????? Thanks.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
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12-16-2008 03:39
_____________________
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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12-16-2008 07:42
And or llDetectedPos() during a collision event for the position of the colliding avatar or object, with llGetPos() subtracted to make it an offset from the prim's current position.
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LIO Diesel
Registered User
Join date: 2 Sep 2008
Posts: 28
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12-17-2008 05:32
Hi hewee & Escort, Thanks for reply.I am mentioning my code here whichis written in the collision event. collision(integer total_number) { V=llDetectedVel(0); //llOwnerSay( ""+(string)V); if(V.x>0 && V.y>0) {llSetPos(llGetPos()+<-V.x,-V.y,0>  ;jump end;} if(V.x<0 && V.y<0) {llSetPos(llGetPos()+<V.x,V.y,0>  ;jump end;} if(V.x>0 && V.y<0) {llSetPos(llGetPos()+<-V.x,V.y,0>  ;jump end;} if(V.x<0 && V.y>0) {llSetPos(llGetPos()+<V.x,-V.y,0>  ;jump end;} @end; } I want it to go opposite direction from where the avatar is coming. Suggest Something.
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