Category: Thrower
Discussion of thrower internals
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Palette Reference – 14 – Thrower – Part 10 – AttachOnCollide
AttachOnCollide Abilities – Attachable,on You can dictate that a Palette attach itself to the owning avatar upon collision via a setting on the *thrower nc. AttachOnCollide,on 1,r=p%01_A%attach%2 The 2 is the attach point. Practical attach points are: 2 = skull 5 = LT Hand 6 = RT Hand 7 = Left Foot 8 = Right… Read more
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Palette Reference – 13 – Thrower – Part 9 – DieOnCollide
DieOnCollide This kills/deletes the Palette after a certain number of seconds. If seconds is zero then deleting is immediate. Be careful that your object is copyable other wise you could accidentally delete your only copy of an object that was mod/no-copy that you made into a palette. DieOnCollide,on,3.5 Read more
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Palette Reference – 12 – Thrower – Part 8 – MaterialsOnCollide
MaterialsOnCollide Use this to alter the behavior of the Palette due to material properties changing after a collision. you MUST specify them in this order. Gravity, Friction, Density, Bounciness Gravity – Range [-1.0 – 28.0] Friction – Range [0.0 – 255.0] Density – Range [1.0 – 22587.0] Bounciness – Range [0.0 to 1.0] Example: MaterialsOnCollide,on,0.2,10.0,10.0,0.1 Read more
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Palette Reference – 11 – Thrower – Part 7 – ControlOnCollide
ControlOnCollide ThrowOnCollide must be NOT BE ZERO. At least 1,2, or 3. Ex: ThrowOnCollide,1 Use this to control another Palettes actions to occur, subsequent to your initiating Palette (the one sending the ControlOnCollide command. Use commas “,” to separate parameters instead of “%” like in *autofx. Begin with the Palette name to be controlled followed by… Read more
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Palette Reference – 10 – Thrower – Part 6 – Collisions
Collisions are where the real magic happens with Thrower Palettes. Many actions can happen upon a Palette colliding with another object because we can be so “precise” with this trigger. A simple minor adjustment of the collision-triggering-object can change the timing just a smidgeon. Only a physical object will receive a collision events from colliding… Read more
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Palette Reference – 08 – Thrower – Part 4 – Stopping
There are 3 ways to TERMINATE/STOP a thrown palette. 1 – DO NOTHING – and it will FALL to the ground, if it is physical, which it almost always is upon a throw. Apply Impulse and MoveToTarget both cause the Palette to turn physical. One aims in a direction, the other aims at a specific target, be… Read more
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Palette Reference – 07 – RezObj/Die
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… Read more
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Palette Reference – 06 – Thrower – Part 3 – Rotation
There are 2 ways to specify a rotation amount. AngularVelocity and TargetOmega. TargetOmega occurs client-side. ****************** AngularVelocity Basically, a rotation amount determines how fast a rotation occurs around one or more axis. (x,y,z). Each axis has its own speed. It is in radians per second. There are about 57 degrees in a radian so if you… Read more
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Palette Reference – 05 – Thrower – Part 2 – Propulsion
There are 3 ways to propel a thrower-object. 1) Impulse – mass-influenced – untargeted 2) Velocity – non-mass-influenced – untargeted 3) Move-To-Target – targeted We focus on Impulse because it looks the best but is also the hardest to create. The 2nd most useful would be Move-To-Target Mass is influenced by: Gravity, Friction, Density, Bounciness… Read more
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Palette Reference – 04 – Thrower – Part 1 – Overview
Artiste Thrower A throw is meant to provide the ability for a performer to interact with propelled objects. You could sail an object across a room like a frisbee. You can land an object onto another object. You can stop an object in mid-flight. You can propel an object, causing it to knock over one… Read more