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llSetForce() seems to be at the least prim dependent. That is, two scripts in the same prim cannot set different values. One will cancel the other out. This was tested on an attachment. I did not test scripts in multiple prims in a single object, nor multiple attachments on an avatar. --Stickman 01:23, 18 September 2008 (PDT)

That is correct, furthermore none of the physics functions are script specific. -- Strife (talk|contribs) 07:21, 18 September 2008 (PDT)
If you set the force then remove the script, the force stops, but the size/direction still seems to be a prim property. If you set force = a in one script then force = b in a second script and delete the second script, force b continues to be applied. It needs the presence of a script giving a force but the vector value is the last set. Jonno Stromfield 16:15, 13 November 2010 (UTC)

Can you turn this off just by setting it to ZERO_VECTOR? -- Sayrah Parx 11:01, 5 January 2009 (UTC)