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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…
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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
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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
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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…
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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…
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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…
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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…
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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…
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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…
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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…