You can rez an object that is inside of a palette by specifying its full name, case-sensitive, using the RezObj command. It can be thought of as a poor-mans thrower.
It should be copyable.
You need build rights.
To propel it, it needs to be PHYSICAL. You can also make it Temporary if that works for you
If propelling, then adjust its GRAVITY downward to Iess than 1.0) to make it go further. (think moon).
You must rez the object within 10 meters of the Palette.
02_A%RezObj%NameOfObjectToRez%<1##1##1>%<0##0##0##1>%<1##0##0>%1
<1##1##1> = rez at position <x,y,z> — must be within 10 meters of center of root prim as the crow flies
<0##0##0##1>= rez with rotation <x,y,z,s> — I have always used <0##0##0##1>
<1##0##0> = velocity direction <x,y,x> — this can be directly translated into ApplyImpulse on Thrower
%1 = unused but could be implemented using a custom script in the thrown object to react post-throw.
NEW! March 2021 – On the *utility nc
SetNonPhysOnCollide,on — This will cause rezzed object to go non-physical upon collision. You need at least Palette v33.
This is essentially a poor-mans quick-and-dirty Thrower. (I used this to construct an arrow-to-target scenario. ) As in, no final matching dispositions. No built-in mechanisms for throw/catch.
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The Die command will delete a Palette. The Palette MUST be scripted as a normal palette…a sometimes overlooked requirement..
No abilities required,
02_A%Die% — this will delete a Palette named 02_A. It must be rezzed and in world. Be careful that you do not delete the only copy of a no-copy object.