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llApplyImpulse(vector impulse, integer local)
Applies an instant impulse (a change in the linear momentum, like a "kick") to a physical object. It has no effect on non-physical objects.
A vector specifying the impulse to apply. Impulse is expressed in in units of lindograms m/s. For example, in absence of other effects such as gravity or friction, applying an impulse vector of <1, 0, 0> to an object with a mass of 1.25 lindograms will add a velocity of 0.8 m/s in the given direction (applied according to the local parameter).
Boolean value indicating whether the impulse vector applies its effect in coordinates local to the root prim (if TRUE) or in sim coordinates (if FALSE).
When TRUE
, the impulse vector specifies coordinates local to the root prim. For example, if impulse is <1, 0, 0> and the X axis of the root prim is looking northwest, then the impulse will be applied in the northwest direction, aligned with the root prim's X axis.
When FALSE
, the vector specifies sim coordinates, where positive X is east, positive Y is north, positive Z is up, and vice versa for negative; for example, if impulse is <-1, 0, 0>, the impulse will be applied in the westward direction, no matter how the root prim is oriented.
llApplyImpulse(<0, 0, 5>, FALSE); // Applies an impulse to a physical object, making it "jump". llApplyImpulse(<3, 4, 0>*llGetMass(), TRUE); // Adds <3,4,0> m/s to a prim. // If it wasn't moving, its final speed will be 5 m/s // (the length of that vector).