Difference between revisions of "LlSetCameraAtOffset"
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(Added caveats) |
m (Added footnote) |
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|func_id=244|func_sleep=0.0|func_energy=10.0 | |func_id=244|func_sleep=0.0|func_energy=10.0 | ||
|func=llSetCameraAtOffset|p1_type=vector|p1_name=offset | |func=llSetCameraAtOffset|p1_type=vector|p1_name=offset | ||
|func_footnote | |func_footnote=This is the point the camera looks at, not the [[llSetCameraEyeOffset|position of the camera's eye]]. | ||
|func_desc=Sets the point the camera is looking at if an avatar sits on the object at '''offset'''. | |func_desc=Sets the point the camera is looking at if an avatar sits on the object at '''offset'''. | ||
|return_text | |return_text |
Revision as of 02:54, 30 May 2008
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetCameraAtOffset( vector offset );244 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the point the camera is looking at if an avatar sits on the object at offset.
• vector | offset |
This is the point the camera looks at, not the position of the camera's eye.
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
• | llSetCameraEyeOffset | |||
• | llForceMouselook |