The name command |
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For the name command, there are at least 2 objects need in order to execute this command : 1. The objects on which the action is applied to , and 2. the name control object containing the name action command . The name command can be used with the move and the rotate command. For the "name"itself, use lower case characters and simple short names. |
p1cube0200.rwx |
= object on which the action is applied to |
create name aa |
= name command |
pole1m.rwx |
= name control object |
activate move 0 0 10 ltm time=2 reset name=aa global |
= the name action command |
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With the global command, the animation can also be seen by the other visitors |
activate move 0 0 10 ltm time=2 reset name=cube loop global |
Instead of using name codes like aa, you can also use names with makes sense |
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But the name comand of the other objects must be the same. |
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9E9 -moves |
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9E9 means 9 followed by 000000000 , like you will find on a calculator. These 9E9 moves are used for encroachment issues, when the building inspector mentions that a certain cell has reached its building limit. One of the solutions is moving objects from neighbouring cells which haven't reached the cell limit yet, into the cell where extra objects are needed. Another application of 9E9-moves is by building outside the building cells of the world : if the world is a p10 , then you can still build objects outside that area, as long as they remain within the visibility reach of your avatar. Another application is in Alphaworld, where you can build a bridge with covers a road that has been built by another citizen. You cannot build upon someone else's property in Alphaworld, but which this technique you can build a bridge and continue building at the other side of the road. The road of the other builder will cause no problems. |
p1cube0200.rwx |
= model name |
create move 10 0 0 time=0 wait=9e9 |
wait=9e9 (=wait 248 years) the object will remain on that position for 248 years |
create move 10 0 0 time=0 wait=1e1 |
wait=1e1 (=10 seconds) |
create color yellow,move 0 10 0 time=0 wait=9e9 |
By right-clicking the object (=in the building mode) , the object will be reset. |
When going into building mode, you will feel embarrassed , because the objects you are building in the scene are not actually there. There is a way to solve this : then the object will not move again to its original position when going into building mode, and this just by locking the object : |
create color yellow,name ycube,move 0 10 0 time=0 wait=9e9 |
You give the object a name command (ycube) |
sign3.rwx |
You create a name control object |
activate move 0 name=ycube |
In the name action command, here you lock the object (move 0) |
If you want to unlock the object again = bring the object back into its original position, then make a micromove object : by clicking upon the micromove object, the objects will be reset again . If you want to lock it back again , then leave the scene and come back into the scene. |
sign3.rwx |
Add another name control object for the micro-move |
activate move .01 time=.01 name=ycube global |
The micromove consists of reactivating the locked object(s) with a small move. |