{"id":3601,"date":"2021-03-29T15:21:54","date_gmt":"2021-03-29T21:21:54","guid":{"rendered":"http:\/\/artistedancediva.co.uk\/wp\/?p=3601"},"modified":"2021-03-29T15:21:54","modified_gmt":"2021-03-29T21:21:54","slug":"palette-reference-36-thrower-part-32-bible-reference","status":"publish","type":"post","link":"https:\/\/artistedancediva.co.uk\/wp\/?p=3601","title":{"rendered":"PALETTE REFERENCE \u2013 36 \u2013 THROWER \u2013 PART 32 \u2013 Bible Reference"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><span style=\"color: #ff0000;\"><strong>Incomplete as of 3\/29\/2021<\/strong><\/span><\/p>\n<p><strong><span style=\"color: #0000ff;\">#1 &#8211; AutoReturn &#8211;<\/span> Triggered by throw1, throw2, or throw3<\/strong><br \/>\nOnly applies if:<br \/>\ngreater than zero<br \/>\nIS Throwable:<br \/>\nNOT FollowSpotable<br \/>\nand NOT Attachable<br \/>\nChanges to NON-PHYS<br \/>\nhappens in Receiver script<\/p>\n<p><strong><span style=\"color: #0000ff;\">#2 &#8211; Boomerang<\/span> &#8211; Triggered by throw1, throw2, or throw3<\/strong><br \/>\nRicochet must be OFF<br \/>\n1st Target is always ThrowerObjectTargetName1<br \/>\n2nd Target is always ThrowerObjectTargetName2<br \/>\nCollision Post Actions are Ignored<br \/>\nReverses any Spin<br \/>\nStops Angular Vel.<br \/>\nAttaches IF AttachOnRange and Attachable<\/p>\n<p><strong><span style=\"color: #0000ff;\">#3 &#8211; BoomHoverDelay &#8211;<\/span> How long a Boomerang hovers in place after reaching target1<\/strong><\/p>\n<p><span style=\"color: #0000ff;\"><strong>#4 &#8211; CollisionPostActions <\/strong><\/span>&#8211; Cause the &#8220;Posts Collision&#8221; parameters to be examined and performed upon collision.<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#5 &#8211; CollisionPostActions2<\/strong><\/span> &#8211; Same as CollisionPostActions but uses ApplyImpulse2 and AngularVelocity2 instead<\/p>\n<p><strong><span style=\"color: #0000ff;\">#6 &#8211; CollisionPostActions3<\/span><\/strong> &#8211; Same as CollisionPostActions but uses ApplyImpulse3 and AngularVelocity3 instead<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#7 &#8211; IgnoreFirstCollision<\/strong><\/span> &#8211; bypasses &#8220;Posts Collision&#8221; parameters.<br \/>\nRezzing a Palette in same position as<br \/>\nrezzer can cause a premature collision which we want to ignore<br \/>\n<strong><span style=\"color: #ff0000;\">NEW for 2021!<\/span><\/strong> Automatically ignores collisions within 1 meter of rezzer so no need for Ingnore unless there<br \/>\nIS a collision down the way that you want to ignore.<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#8 &#8211; RangePostActions,<\/strong><span style=\"color: #ff00ff;\">off<\/span><\/span> &#8211; this must be <strong><span style=\"color: #ff00ff;\">on<\/span> <\/strong>in order to process &#8220;Posts Range&#8221; parameters when thrower is &#8220;in range&#8221; of target<\/p>\n<p><strong><span style=\"color: #0000ff;\">#9 &#8211; Receiver<\/span><\/strong> &#8211; When NOT ZERO, the thrower will attach to a secondary person. This allows someone other than the thrower to &#8220;catch&#8221; a thrown Palette. The secondary person must touch Palette and grant ATTACH permission. The body part is the number following Receiver<\/p>\n<p><strong><span style=\"color: #0000ff;\">#10 &#8211; RemoveFolder<\/span><\/strong> &#8211; If not BLANK then the script will sleep for RemoveFolderDelay seconds then remove the full contents of the RLV RemoveFolder. This name must be fully qualified and be located<br \/>\nunder #RLV and RLV must be enabled. The folder must be WORN prior in order to activate it.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#11 &#8211; RemoveFolderDelay<\/span><\/strong> &#8211; Number of seconds after throw before contents of RemoveFolder are removed. Ignored if RemoveFolder is BLANK.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#12 &#8211; RezM<\/span><\/strong>e &#8211; Use this when you want to rez the inner Palette PERMANENTLY when RezObjectName has a value and (Thrower0123OnRez must be 1,2, or 3 OR Boomerang is on). A rezzable Palette must have either RezMe or TempRezMe on, otherwise the inner rezzable Palette will not rez.<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#13 &#8211; Ricochet<\/strong><\/span> &#8211; Used to control a target1 AND a target2. Works same as Boomerang but there is no auto-attach at end.<br \/>\n1st Target is always ThrowerObjectTargetName1<br \/>\n2nd Target is always ThrowerObjectTargetName2<br \/>\nIt only responds to 2 targets maximum.<br \/>\nRangePost Actions must be enabled since Ricochet expects to use targeting.<br \/>\nAttaching is disabled.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#14 &#8211; ShowInMidFlightAfte<\/span><\/strong>r &#8211; if this is not zero then maximum visibility is delayed the amount of seconds entered on the nc. Of course the success of this assumes that it is thrown with visibility off (at MinAlpha).<br \/>\nIt shows just before Matrix and RemoveFolder<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#15 &#8211; ThrowOnCollid<\/strong>e<\/span> &#8211; this will cause this Palette to execute a throw upon colliding with another object&#8230;An example is the 3-hat-carom demo video. The value must be 1, 2, or 3 to tell the thrower which throw (ApplyImpulse and AngularVelocity) to execute<\/p>\n<p><strong><span style=\"color: #ff0000;\">\/*Rezzer section<\/span><\/strong><br \/>\nThese are the important parameters you will need in order to make a rezzer. Its why they are grouped together. Rezzers are used to simulate an attached-throw. as in someone holding a Palette and throwing or dropping it.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#16 &#8211; Rezzer,<span style=\"color: #ff00ff;\">on<\/span><\/span><\/strong> &#8211; This must be ON and when on causes the RezObjectName to automatically become a candidate for a rezzed throw. This makes this Palette the &#8220;rezzer Palette&#8221;.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#17 &#8211; RezObjectName,<span style=\"color: #ff00ff;\">HatTemp<\/span><\/span><\/strong> &#8211; this is the name of a Palette that must be inside the &#8216;rezzers&#8217; inventory and will be propelled using its own parameters of how it is to be thrown.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#18 &#8211; RezSource,<\/span><span style=\"color: #ff00ff;\">HatSource<\/span> <\/strong>&#8211; the name of an object that will be used to tell the rezzed object where to rez and what rotation it should have. The Rez Velocity matches the ApplyImpulse value.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#19 &#8211; Thrower0123OnRez<\/span><\/strong>,<span style=\"color: #ff00ff;\">1<\/span> &#8211; This tells the rezzer what value to pass to the rezzed Palette so it knows which ApplyImpulse\/AngularVelocity pair to use. It will automatically throw upon rezzing if this parameter has a value.<\/p>\n<p><span style=\"color: #ff0000;\"><strong>\/*Targets Section<\/strong><\/span> &#8211; this is where you specify target names. They are used to<br \/>\n1) either to guide a throw using SetMoveToTarget,on AND\/OR<br \/>\n2) used for controlling the Post Target disposition.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#20 &#8211; DirectionalVector,<\/span><span style=\"color: #ff00ff;\">Local<\/span> <\/strong>&#8211; I have only used &#8220;<strong>Local<\/strong>&#8221; but the other value is &#8220;<strong>World<\/strong>&#8220;. World might be easier to work with if your practice site is the same location as your show-time site. When specifying rotational vectors, its important that you go in to EDIT on the Palette and make sure the reference matches. <strong>Local<\/strong> if <strong>Local<\/strong> and <strong>World<\/strong> if <strong>World<\/strong><\/p>\n<p><strong><span style=\"color: #0000ff;\">#21 &#8211; ThrowerTarget,<\/span><\/strong>(<strong><span style=\"color: #ff00ff;\">off\/Both\/Avatar\/Objec<\/span><\/strong>t) &#8211; If this is <strong><span style=\"color: #ff00ff;\">off<\/span> <\/strong>then the next 3 fields are ignored.<br \/>\nif <strong>Both<\/strong>, then <strong>ThrowerObjectTargetName1<\/strong> and <strong>ThrowerObjectTargetName2<\/strong><br \/>\nmust exist and are used for 2-phase throwing.<br \/>\nIf Object then only <strong>ThrowerObjectTargetName1<\/strong> is required If Avatar then only <strong>ThrowerAvatarTargetName<\/strong> is required<br \/>\n<strong>Ricochet<\/strong> and <strong>Boomerang<\/strong> require <strong>Both<\/strong><\/p>\n<p><strong><span style=\"color: #0000ff;\">#22 &#8211; ThrowerObjectTargetName1<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">HatTarget1<\/span> <\/strong>&#8211; name of the target1. Required when ThrowerTarget is Both or Object<br \/>\n<strong><span style=\"color: #0000ff;\">#23 &#8211; ThrowerObjectTargetName2<\/span>,<span style=\"color: #ff00ff;\">HatTarget2<\/span> <\/strong>&#8211; name of the target2. Only required when .ThrowerTarget is Both<br \/>\n<strong><span style=\"color: #0000ff;\">#24 &#8211; ThrowerAvatarTargetName<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">Lat Lovenkraft<\/span><\/strong> &#8211; name of an avatar that is to be target when ThrowerTarget is Avatar<\/p>\n<p><strong><span style=\"color: #ff0000;\">\/*Motions Section &#8211; only one usually<\/span><\/strong><br \/>\nThis section has choices for the motion and propulsion method of the throw. Usually you will choose either<\/p>\n<p><strong><span style=\"color: #ff0000;\">#25 &#8211; ApplyImpulse or MoveToTarget<\/span><\/strong><\/p>\n<p><strong><span style=\"color: #0000ff;\">#26 &#8211; SetApplyImpulse<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">off<\/span> <\/strong>&#8211; if this is <strong><span style=\"color: #ff00ff;\">off<\/span> <\/strong>then the 3 <strong>ApplyImpulses<\/strong> are ignored. If <span style=\"color: #ff00ff;\"><b>on <\/b><\/span>then all may be in play depending on the throw (i.e. throw1, throw2, and throw3)<\/p>\n<p><strong><span style=\"color: #0000ff;\">#27 &#8211; ApplyImpulse<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; If <span style=\"color: #0000ff;\"><strong>SetApplyImpulse<\/strong> <\/span>is <strong><span style=\"color: #ff00ff;\">on<\/span> <\/strong>and a throw1 is executed then this becomes the instantaneous impulse. This will decay over time assuming there is some gravity and the Palette will fall to the ground. This is the motion-method I use most often. It reacts to mass(density) and applies 1 newton of force of acceleration equal to 1kg thrust one meter and lasting 1 second, per unit of xyz, velocity in the direction xyz and for a magnitude of (xyz) (effective inertial velocity) . Using it will force the Palette to go physical. It is center-of-mass based so be careful with link-sets. The velocity caps are dependent on the energy, a topic for another discussion but keep in mind 202 meters\/sec as a yardstick for very fast impulses.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#28 &#8211; ApplyImpulse2<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; same as <strong>ApplyImpulse<\/strong> only it is used in place of ApplyImpulse when a throw2 action is taken<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#29 &#8211; ApplyImpulse3<\/strong><\/span>,<strong><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; same as <strong>ApplyImpulse<\/strong> only it is used in place of ApplyImpulse when a throw3 action is taken<\/p>\n<p><strong><span style=\"color: #0000ff;\">#30 &#8211; SetMoveToTarget,<\/span><span style=\"color: #ff00ff;\">off<\/span><\/strong> &#8211; when <strong><span style=\"color: #ff00ff;\">off<\/span><\/strong>, then <strong>MoveToTargetTau<\/strong> and <strong>AtTargetRange<\/strong>, are ignored<br \/>\nwhen <strong><span style=\"color: #ff00ff;\">on<\/span> <\/strong>, this Palette behaves like a heat-seeking-missile IF a thrower-target has been specified(not off). Depending on other conditions, the Palette will move towards the target upon a throw and stop when it gets at or near the target. The flightpath will curve upward or downward to meet the target AGAINST the normal gravitational forces that are most likely in play.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#31 &#8211; SetVelocity<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">off<\/span> <\/strong>&#8211; when <span style=\"color: #ff00ff;\"><strong>on<\/strong> <\/span>will apply an instantaneous impulse the same as <strong>ApplyImpulse<\/strong> only &#8220;mass&#8221; is not taken into consideration. The direction and magnitude is dependent upon the velocity vector as specified by Velocity<\/p>\n<p><strong><span style=\"color: #0000ff;\">#32 &#8211; SetAngularVelocity<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">off<\/span><\/strong> &#8211; when <strong><span style=\"color: #ff00ff;\">on<\/span> <\/strong>the appropriate <strong>AngularVelocity<\/strong> (rotation) is applied dependent on whether the throw is a throw1, throw2, or throw3<\/p>\n<p><strong><span style=\"color: #0000ff;\">#33 &#8211; AngularVelocity,<\/span><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; used if a throw1 and <strong>SetAngularVelocity<\/strong> is <strong><span style=\"color: #ff00ff;\">on<\/span><\/strong>. Applies a rotational force ( 1 radian &#8211; about 1\/6th of a full-rotation) per second that causes the Palette to rotate in the xyz direction and with a force-magnitude of xyz and usually applied in combination with <strong>ApplyImpulse<\/strong> to create a tumble or Frisbee type throw. It will slow down over time but acts as if there is no mass. The Palette will turn physical and angular-velocity stops if and when the Palette turns non-physical<\/p>\n<p><strong><span style=\"color: #0000ff;\">#34 &#8211; AngularVelocity2<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; same as <strong>AngularVelocity<\/strong> only this applies only for a <strong>throw2<\/strong><\/p>\n<p><strong><span style=\"color: #0000ff;\">#35 &#8211; AngularVelocity<\/span><span style=\"color: #0000ff;\">3<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">&lt;x,y,z&gt;<\/span><\/strong> &#8211; same as <strong>AngularVelocity<\/strong> only this applies only for a <strong>throw3<\/strong><\/p>\n<p><strong><span style=\"color: #0000ff;\">#36 &#8211; SetTargetOmega<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">off<\/span> <\/strong>&#8211; when <strong><span style=\"color: #ff00ff;\">on<\/span> <\/strong>then <strong>TargetOmega<\/strong> will execute a spin on the client using the 1st parameter as a axis-spin direction. This never decays over time so use post-actions to stop spins.<\/p>\n<p><strong><span style=\"color: #0000ff;\">#37 &#8211; TargetOmega<\/span><\/strong>,<strong><span style=\"color: #ff00ff;\">&lt;1.0,0.0,0.0&gt;,6.283185,2.0&gt;<\/span><\/strong> &#8211; this example spins around the x-axis at 2 x 2PI-radians) per second. Thats\u00a0 2 rotations per second (using 2.0 as gain&#8230;and it says the spin-rate is 2-pi (6.283185) radians which is 1 full rotation)<\/p>\n<p><strong><span style=\"color: #ff0000;\">\/*Posts Collision<\/span><\/strong> &#8211; This section dictates the disposition of a Palette upon <span style=\"color: #ff0000;\"><strong>collision<\/strong><\/span>. For these to be effective, there must be <strong>CollisionPostActions1<\/strong>, <strong>CollisionPostActions2<\/strong>, or <strong>CollisionPostActions3<\/strong>. Either one or multiple ones will always cause all the post-actions to occur if on.<\/p>\n<p><span style=\"color: #0000ff;\"><strong>#38 &#8211; DamageFinishOnCollide<\/strong><\/span>,<strong><span style=\"color: #ff00ff;\">off,-55,Blood On,1.0,Animate,ArtistePalette_04_B,Spin Fall,10,Crawl,5,KILL_MESH<br \/>\n<\/span><\/strong><span style=\"color: #ff00ff;\"><span style=\"color: #000000;\">This newly added feature in <span style=\"color: #008000;\"><strong>2021<\/strong><\/span> is a combination of events. <strong>Shoot<\/strong>, <strong>affect<\/strong>, <strong>animation1<\/strong>, <strong>animation2<\/strong>, <strong><span style=\"color: #ff0000;\">kill\/die<\/span><\/strong>.<br \/>\nIt has delays that apply to the previous parameter.\u00a0 It has no effect if <strong><span style=\"color: #ff00ff;\">off<\/span><\/strong>.\u00a0 This choice happens when there is a <span style=\"color: #ff0000;\"><strong>collision<\/strong><\/span>.<\/span><\/span><\/p>\n<p><span style=\"color: #0000ff;\"><strong>#39 &#8211; DamageFinishOnRange<\/strong><\/span>,<span style=\"color: #ff00ff;\"><strong>off<\/strong><\/span>,<strong><span style=\"color: #ff00ff;\">-55,Blood On,1.0,Animate,ArtistePalette_04_B,Spin Fall,10,Crawl,5,KILL_MESH<\/span><\/strong><br \/>\n<span style=\"color: #ff00ff;\"><span style=\"color: #000000;\">This newly added feature in <span style=\"color: #008000;\"><strong>2021<\/strong><\/span> is a combination of events. <strong>Shoot<\/strong>, <strong>affect<\/strong>, <strong>animation1<\/strong>, <strong>animation2<\/strong>, <strong><span style=\"color: #ff0000;\">kill\/die<\/span><\/strong>.<br \/>\nIt has delays that apply to the previous parameter.\u00a0 It has no effect if <strong><span style=\"color: #ff00ff;\">off<\/span><\/strong>.\u00a0 This choice happens when thrower is in range of target.<\/span><\/span><\/p>\n<p><span style=\"color: #0000ff;\"><strong>#40-<\/strong><strong>AttachOnCollide<\/strong><\/span>,off,5<\/p>\n<p>\/*ControlOnCollide,on,SoccerBall4,Hide,ALL,3.0<br \/>\nChatOnCollide,off<br \/>\nChatOffCollide,off<br \/>\nControlOnCollide,off,SoccerBall4,detach<br \/>\nControlOnCollideDelay<br \/>\nDieOnCollide,off,1.5<br \/>\nMakePhysAfterPost,0<br \/>\nMaterialsOnCollide,off,0.2,10,10,0.1<br \/>\nSetMatchPosOnCollide,off<br \/>\nSetMatchRotOnCollide,off<br \/>\nSetStopSpinOnCollide,off<br \/>\nSetNonPhysOnCollide,off<\/p>\n<p><span style=\"color: #ff0000;\"><strong>\/*Posts Target<\/strong><\/span><br \/>\nAttachOnRange,on,5<br \/>\nSetMatchPosAtTarget,off<br \/>\nSetMatchRotAtTarget,off<br \/>\nSetStopSpinAtTarget,off<br \/>\nSetNonPhysAtTarget,off<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; Incomplete as of 3\/29\/2021 #1 &#8211; AutoReturn &#8211; Triggered by throw1, throw2, or throw3 Only applies if: greater than zero IS Throwable: NOT FollowSpotable and NOT Attachable Changes to NON-PHYS happens in Receiver script #2 &#8211; Boomerang &#8211; Triggered by throw1, throw2, or throw3 Ricochet must be OFF 1st Target is always ThrowerObjectTargetName1 2nd &hellip; <a href=\"https:\/\/artistedancediva.co.uk\/wp\/?p=3601\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">PALETTE REFERENCE \u2013 36 \u2013 THROWER \u2013 PART 32 \u2013 Bible Reference<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"_links":{"self":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3601"}],"collection":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3601"}],"version-history":[{"count":10,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3601\/revisions"}],"predecessor-version":[{"id":3621,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3601\/revisions\/3621"}],"wp:attachment":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3601"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3601"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3601"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}