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Revision as of 11:28, 11 April 2007 by BamBam Sachertorte
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- This function causes the script to sleep for 0.2 seconds.
- If the prim is attached, then this function offsets the rotation by the avatars rotation.
- If the prim is not the root prim it is offset by the roots local rotation. This is a bug. The work-around is to divide the rotation by the root rotation.
- If you are trying to set the rotation of a child prim relative to the root prim then divide the local rotation by the root rotation.
- If you are trying to set the rotation of a child prim to a global rotation then you need to divide the global rotation by the rot rotation twice.
- It is better to use llSetLocalRot to set the rotation of child prims, even if you are setting it to a global rotation (just multiply by the root rotation in that case).
- There is no easy way to get the roots local rotation of an attached object (other then being told by the root).
function void llSetRot( rotation rot );