ROTATE allowed. (Wishlist)

ROTATE allowed. // Wishlist

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captain mad mike

Feb 1, 2001, 7:57pm
I wish that we could have a trial run of rotate in AW and if it gets abused
then turn it off and work on a way to have it (AW browser) detect if the
object getting rotated will encroach. I just think that the best way to
prevent from being vandalized by rotate is the same way to prevent being
vandalized in general: cover your land! To me if someone sets up a spinning
balloon it will look the same as a wall of signs, just cover the land so
your buildings are unhurt. And besides, not many objects are really huge
(besides those not on the registry and z objects).


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joeman

Feb 1, 2001, 8:27pm
It still could be a problem, just like move. If you have a pp01.rwx right
up next to someone elses build, and have create rotate 0 10 0 on it, it will
gone into their land/building... This could make some people very mad.. some
not..

~Joeman

[View Quote]

eep

Feb 2, 2001, 4:43am
Then the bounding box should rotate with the object and encroachment calculated appropriate. It's time AW's world cell database was rewritten anyway so we can get TRUE 2-dimensional object rotation and not have to use action commands like in AW 3.1.

[View Quote] > It still could be a problem, just like move. If you have a pp01.rwx right
> up next to someone elses build, and have create rotate 0 10 0 on it, it will
> gone into their land/building... This could make some people very mad.. some
> not..
>
[View Quote]

sw comit

Feb 3, 2001, 6:53pm
It's time for AW to do countless things eep, we know already, we all know =P

captain mad mike

Feb 4, 2001, 7:59pm
Which explains why I said "cover land." And besides, a lot of people build
in towns so unless the towns full of cracks you can't make anything rotate
into another person's build. And rotate is NOT like move in my opinion, move
allows you to send things to GZ, rotate barely moves them.
[View Quote]

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