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Please note that as of 1.13, this really, really, really doesn't work. An avatar cannot be pointed at anything via a script.

There are no known workarounds for this. Animating it doesn't work, nor will moving a small amount in the correct direction actually cause the avatar to turn, i.e., using llMoveToTarget(vector target) to incrementally move in a small circle will only cause the avatar to square dance.

Animating the avatar only performs an animation. Inworld, the avatar still points in the original direction even though the mesh has been animated to turn. When the animation ends or is canceled, the avatar will return to its original orientation. Moving a small amount to cause the avatar to turn results in the same thing that animation does: the avatar walks sideways or backwards to get to the target location; the forward direction never changes.

—The preceding unsigned comment was added on 21:25, 31 January 2007 by GC Continental


Seems to be enabled now (2008.11.13) —The preceding unsigned comment was added by OldBuilder Larsson

I was unable to replicate this, i think you used a touch_start event to trigger the function, when you touch an object the touching avatar points to the location of the touch. -- Strife (talk|contribs) 14:02, 13 November 2008 (UTC)