Category: Uncategorized
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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 – 09 – Thrower – Part 5 – Targeting
Targeting There are a many variables involved in targeting that can prove challenging when creating a targeting type throw. #1-REQUIRED You have to specify a TARGET: ThrowerTarget,(off/Object/Avatar) ThrowerObjectTargetName,HatTarget — example ThrowerAvatarTargetName,Lat Lovenkraft — example – this can be used by some catching a thrown object #2-REQUIRED You MUST set MoveToTarget,on #3-RECOMMENDED MoveToTargetTau,1.0 — how fast… 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 – 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
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Palette Reference – 03 – Flasher
This feature glows on and off the full set of links in a link-set using the current colors and textures; Requires the Utility Script. No Abilities required. paletteName/abbrev%flasher%(on/off)%glow-amount%glow-rate%glow-duration glow-amount, glow-rate, and glow-duration are optional Ex: 02_A%flasher%on — uses defaults 02_A%flasher%off 02_A%flasher%on%0.3 — uses defaults glow-rate & glow-duration 02_A%flasher%on%0.4%0%0.2 –– this will use default glow-rate 02_A%flasher%on%0.0%0.02%0.2… Read more