Forge - Scripting Rotation w/ Script Brains&Labels

Ok now that I have LOST my entire post lets try this simple

HOW do i get a script brain to rotate various objects using LABELs (user Alpha, Bravo, etc) but have each object rotate on its OWN object axes?

i.e I have a ring made up of 8 1/8 sections each I want to rotate on the roll -5º so as you roll around to face the outside edge of each section it is rolled the same direction

Putting the roll script on each individual section rolls to that objects axes but when i put the same script in a script brain the sections facing roll but the rest progressively roll, and pitch more and more in the orientation I do not want.

What am I missing? Do I need to make the script brain orient to match the orientation of the objects I want to rotate? What happens if all the objects I want to rotate are not in the same rotation to begin with?

You don’t use Labels, you use Script Channels.

Make the script brains action this:

<ACTION> Message: Send
Channel: alpha

Object’s scripts:

<CONDITION> Message: Received
Channel: Alpha

<ACTION> Rotate: Offset
Local Movement: On (Moves on it’s own axis)

Make each object have a different Channel.

> 2533274919101675;2:
> You don’t use Labels, you use Script Channels.
>
> Make the script brains action this:
>
> <ACTION> Message: Send
> Channel: alpha
>
> Object’s scripts:
>
> <CONDITION> Message: Received
> Channel: Alpha
>
> <ACTION> Rotate: Offset
> Local Movement: On (Moves on it’s own axis)
>
> Make each object have a different Channel.

That’s the problem I don’t WANT (No technically CAN NOT HAVE) scripts on the object(s) i’m rotating

In your scenario I need a send message script from my switch and an receive message script on the actual object that means every “section” of stairs needs at a minimum 8 scripts (16 if I want the stairs to retract) and even a stair case made of 4 sections stacked on top of each other is 32 or 64 scripts, past 32 sections (working on some TALL things) and you’ve exceeded the allowed scripts in your entire map. I’m trying to avoid that and still have the functionality I want. Plus I already had your idea working in my original concept section using power channel checks and a switch.

My script brains ARE properly moving each object with the matching label, and rotating them the right degrees, just not on the same pitch roll and yaw

Since i’m literally snowed in today i’ll be doing some experimentation to see if I can figure out what the actual behavior of scripting against labeled objects is.