Difference between revisions of "LlApplyImpulse"

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(an example like that leads to drama.)
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|p2_type=integer
|p2_type=integer
|p2_name=local
|p2_name=local
|p2_desc=boolean, if [[TRUE}}]], '''force''' is treated as a [[Viewer coordinate frames#Local|local]] directional vector instead of [[Viewer coordinate frames#Region|region]] directional vector.
|p2_desc=boolean, if [[TRUE]], '''force''' is treated as a [[Viewer coordinate frames#Local|local]] directional vector instead of [[Viewer coordinate frames#Region|region]] directional vector.
|func_desc=Applies impulse to object
|func_desc=Applies impulse to object
|return_text|spec
|return_text|spec

Revision as of 08:53, 29 November 2007

Summary

Function: llApplyImpulse( vector force, integer local );

Applies impulse to object

• vector force
• integer local boolean, if TRUE, force is treated as a local directional vector instead of region directional vector.

Caveats

  • Object must be physical.
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Examples

//Rez an object, and drop this script in it.
//This will launch it at the owner.
default {
     state_entry() {
          list p = llGetObjectDetails(llGetOwner(), [OBJECT_POS]);
          if(p != []) {
              llSetStatus(STATUS_PHYSICS, TRUE);
              vector pos = llList2Vector(p, 0);
              vector direction = llVecNorm(pos - llGetPos());
              llApplyImpulse(direction * 100, 0);
          }
     }
}

See Also

Functions

•  llApplyRotationalImpulse

Deep Notes

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Signature

function void llApplyImpulse( vector force, integer local );