Difference between revisions of "LlSetCameraEyeOffset"
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m (Added paramater description) |
m (Hopefully better phrasing) |
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|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in object coordinates | |func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in object coordinates | ||
|func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | |func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | ||
|func_desc=Sets the camera eye '''offset''' | |func_desc=Sets the camera eye '''offset''' if an avatar sits on the object. | ||
|return_text | |return_text | ||
|spec | |spec |
Revision as of 02:52, 30 May 2008
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Summary
Function: llSetCameraEyeOffset( vector offset );243 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the camera eye offset if an avatar sits on the object.
• vector | offset | – | offset relative to the object's center and expressed in object coordinates |
This is the position of the camera's eye, not the point it looks at.
Caveats
- The change will only take effect next time the avatar sits on the prim. You can't change the offset once it has already sit down.
- If you use a sit pose rotation and want to set the camera relatively to your avatar, you must do calculations.
- If you rotate the object and want to set the camera relatively to the region, you have to do calculations too.
Examples
See Also
Functions
• | llSetCameraAtOffset | |||
• | llForceMouselook |