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Revision as of 08:43, 24 July 2007 by Talarus Luan
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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. 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 root 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).
- For small rotations, there is an update threshold of ~6 degrees, under which the sim will not send an update for the object to the viewer, though the object will be correctly rotated in the sim. You can change some other aspect of the object (like color, for instance), and it will force an update, however.
function void llSetRot( rotation rot );