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Palette Reference – 18 – Thrower – Part 14 – Throwing an Embedded Palette

Throwing an Embedded Palette

Placing a Palette inside of another Palette offers an illusion.
It propels the inside(embedded) Palette while turning the outside(attached)  Palette, usually attached to an Avatar, INVISIBLE, since we cannot actually throw an attached palette.

The outside(attached) Palette must have:

Rezzer,on  — on IT’s *thrower nc.

AND

RezObjectName,(inside-embedded object name) — on IT’s *thrower nc.

***

The inside(embedded) object must have either:

RezMe,on

OR

TempRezMe,on

The illusion is completed with a well-timed and triggered propelling animation

 

 

 

Palette Reference – 17 – Thrower – Part 13 – Attach/Detach

Attach/Detach


Abilities – Attachable,on

Attach

This allows you to attach  a Palette that is NOT in your inventory but just laying around in-world somewhere. A well-timed attach can create many illusions.

Examples:

1,r=p%02_A%attach%(body-part-number)

1,r=p%02_A%attach%6

Practical attach points are:

2 = skull
5 = LT Hand
6 = RT Hand
7 = Left Foot
8 = Right Foot
0 = Last Used Attach Point

*******************
Abilities – Attachable,on

Detach

Ex:  1,r=p%02_a%detach

Detaches all objects in the designated remove-folder specified on the *thrower nc.

RemoveFolder,(fullpath)

You must pre-attach the items in the RemoveFolder. then later you can reattach them during showtime.

 

Palette Reference – 16 – Thrower – Part 12 – AttachOnRange

AttachOnRange

Attachable,on   is required.

You can dictate that a Palette attach itself to the owning avatar when it satisfies the range requirement during a throw by way of a setting on the *thrower nc.

AttachOnRange,on,2

The 2 is the attach-point

Practical attach points are:

2 = skull
5 = LT Hand
6 = RT Hand
7 = Left Foot
8 = Right Foot
0 = Last Used Attach Point

 

 

Palette Reference – 15 – Thrower – Part 11 – Mutual Exclusives

Mutual Exclusives

Some choices don’t make sense when used together or could conflict of confuse or, more likely, because they do the same thing, only slightly different.  So I have prevented the use of them during the notecard reading cycle. (*thrower) as well as Palette Menu choices and settings.

For example:

You cannot use both ApplyImpulse and Velocity as both propel the Palette with instantaneous momentum, only the ApplyImpulse factors in the Mass (weight).

and…

You can only use ONE of the following at a time:

ApplyRotationImpulse
AngularVelocity
TargetOmega

Common attach points are:

Palette Reference – 12 – Thrower – Part 8 – MaterialsOnCollide

MaterialsOnCollide

Use this to alter the behavior of the Palette due to material properties changing after a collision.

you MUST specify them in this order.

Gravity, Friction, Density, Bounciness

Gravity – Range [-1.0 28.0]
Friction – Range [0.0 – 255.0]
Density – Range [1.0 – 22587.0]
Bounciness – Range [0.0 to 1.0]

Example:
MaterialsOnCollide,on,0.2,10.0,10.0,0.1

Palette Reference – 11 – Thrower – Part 7 – ControlOnCollide

ControlOnCollide

ThrowOnCollide must be NOT BE ZERO. At least 1,2, or 3.
Ex: ThrowOnCollide,1

Use this to control another Palettes actions to occur, subsequent to your initiating Palette (the one sending the ControlOnCollide command.

Use commas “,” to separate parameters instead of “%” like in *autofx.

Begin with the Palette name to be controlled followed by the action and parameters.

Example:   ControlOnCollide,on,SoccerBall4.Hide,ALL,3.0

You can specify a delay using the ControlOnCollideDelay if you need to time the triggering of the 2nd Palettes command.
Example: ControlOnCollideDelay,5.8

Palette Reference – 09 – Thrower – Part 5 – Targeting

Targeting

There are a many variables involved in targeting that can prove challenging when creating a targeting type throw.

#1-REQUIRED

You have to specify a TARGET:

ThrowerTarget,(off/Object/Avatar)
ThrowerObjectTargetName,HatTarget  —  example
ThrowerAvatarTargetName,Lat Lovenkraft —  example – this can be used by some catching a thrown object

#2-REQUIRED

You MUST set MoveToTarget,on

#3-RECOMMENDED

MoveToTargetTau,1.0 — how fast the Target is approached

#4-RECOMMENDED

AtTargetRange,0.1  — how close the Palette has to be to the target in order to trigger PostRange events.

#5-OPTIONAL

You can set the following on or off.  They determine what happens when the Palette enters the specified range from the target.  When it is within the range.  Less than the range distance from the target.

AttachOnRange,on,6
SetNonPhysAtTarget,on
SetMatchPosAtTarget,on
SetMatchRotAtTarget,on
SetStopSpinAtTargert,on

******************************

Important:  If ThrowerTarget is NOT off then a
thrown palette, when in range of a target, will always:

1 – STOP moving from any MoveToTarget
2 – STOP moving from any ApplyImpulse
3 – STOP turning from any TargetOmega
4 – STOP turning from any AngularVelocity

 

 

 

Palette Reference – 08 – Thrower – Part 4 – Stopping

There are 3 ways to TERMINATE/STOP a thrown palette.

1 – DO NOTHING – and it will FALL to the ground, if it is physical, which it almost always is upon a throw.  Apply Impulse and MoveToTarget both cause the Palette to turn physical.
One aims in a direction, the other aims at  a specific target, be it object or avatar.

2 – Make the palette STOP as soon as it collides with another object.  SetNonPhysOnCollide,on will cause a thrown palette to turn NON-PHYSICAL as soon as it comes in contact with any object or avatar.

3 – Make the palette STOP as soon as it comes within “range” of a specified object or avatar. First make the palette target an object or avatar using SetMoveToTarget,on.  Next, tell the thrower how close it must come to be AT the target using AtTargetRange. And finally, make the palette STOP as soon as it comes within “range” of the specified target by specifying SetNonPhysAtTarget,on Be sure ThrowerTarget is set t Object or Avatar and not OFF.

You can only choose 1 of the 3 methods:

#1
PostActionCollision,off
 PostActionRange,off

#2
PostActionCollision,on
PostActionRange,off

#3
PostActionCollision,off
PostActionRange,on