Difference between revisions of "Creating HUDs"
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Since HUD attachments cannot be clicked thru even if they're invisible, the common solutions to getting them out of the way are moving them and shrinking them. | Since HUD attachments cannot be clicked thru even if they're invisible, the common solutions to getting them out of the way are moving them and shrinking them. | ||
If you are trying to move the HUD around relative to it's current position. Use llGetLocalPos() rather than llGetPos(). | |||
example: | |||
llSetPos(llGetLocalPos() + (tOffset * llGetLocalRot())); |
Revision as of 19:54, 10 September 2007
Heads up display (abbreviated HUD)
Most scripted functionality works with HUDs
Particles do not. Don't have HUD prims generate them. If a HUD attempts to generate particles, they appear at <0,0,0> in the current sim, annoying your neighbors.
If a sound is triggered using llPlaySound(), only the HUD wearer will hear it. If the land parcel they're over restricts sound entry/exit, the sound will not play.
If a sound is triggered using llTriggerSound(), the wearer and any bystanders will hear it.
Scripted movement of HUD pieces is relative to the attachment points. The position vector used by llSetPos() is interpreted as . A depth of -1 will render in front of a depth of 0.
Since HUD attachments cannot be clicked thru even if they're invisible, the common solutions to getting them out of the way are moving them and shrinking them.
If you are trying to move the HUD around relative to it's current position. Use llGetLocalPos() rather than llGetPos().
example:
llSetPos(llGetLocalPos() + (tOffset * llGetLocalRot()));