secondlifescripters Digest, Vol 34, Issue 4

Innula Zenovka innula.zenovka at googlemail.com
Sat Jan 10 07:34:54 PST 2009


On Fri, Jan 9, 2009 at 8:00 PM, <
secondlifescripters-request at lists.secondlife.com> wrote:

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> Today's Topics:
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>   1. Turret script - rotation hell (Destiny Niles)
>   2. Re: Turret script - rotation hell (Dale Innis)
>   3. Re: Turret script - rotation hell (Glen Canaday)
>   4. Re: Turret script - rotation hell (DeXTeRz LAb)
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>
> ----------------------------------------------------------------------
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> Message: 1
> Date: Thu, 8 Jan 2009 14:41:16 -0800
> From: "Destiny Niles" <techiedavid at gmail.com>
> Subject: Turret script - rotation hell
> To: "secondlifescripters at lists.secondlife.com"
>        <secondlifescripters at lists.secondlife.com>
> Message-ID:
>        <3a164ef30901081441u6484188k1ba5e15e0758bd06 at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
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> I'm trying to write a turret script. I've already have a couple of
> basic gun scripts that I've attempted to modify, but the rotation is
> giving me trouble.
> When I try to fire using the llLookAt(target_pos,1,1) it fires
> straight down. When I disable the llLookAt just to see how the object
> is rezzed it comes out along the Z axis. If I manual rotate it to fire
> the direction I want, it's ok, but I suck at figuring out the rotation
> that I should be using since the llRotFwd is not the right function,
> or at least is not giving me what I want.
> Can anyone help me? Go give me the scriptlet for the section needed.
>
> http://lslwiki.net/lslwiki/wakka.php?wakka=llRotLookAt points the prim's x
axis towards the target, so that might help.

Alternatively, http://lslwiki.net/lslwiki/wakka.php?wakka=llLookAt provides
ways of making llLookAt point different axes at the target, which might be
better since you could just use your existing arguments rather than figure
out new ones for llRotLookAt.
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