Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

llParticleSystemLinked(...)

Kazefuri Backbite
Major Kazenov
Join date: 13 Sep 2005
Posts: 8
11-18-2005 15:39
Instead of having to drop a similar (or almost similar) particle system script in every prim in a linkset, how would a llParticleSystemLinked(integer link_num, list opts) function sound? The link_num being the link number of a prim in a linkset which would function as the particle emitter - maybe even LINK_ALL for maximal particlous fun.

It would IMO simplify editing those multi-prim particle thingies greatly; instead of having to edit a script in every prim one would just have to edit the one with the linked particle system.

Don't know how hard this would be to implement.. but it'd be a cool feature to say the least. :)
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
11-18-2005 17:44
Check this LSL Function: llRemoteLoadScriptPin()

Write one particle script, and save it to the root prim. Then, whenever a particle system needs to be updated in an outlying prim, send the script over to it... you could even delete that copied script once it runs - for efficiency and fewer reported scripts running. (Since particle don't require a script to continue spewing sprites)
Kazefuri Backbite
Major Kazenov
Join date: 13 Sep 2005
Posts: 8
11-19-2005 11:12
From: DoteDote Edison

Hmm, worth checking out, thanks. This actually can do everything I asked for, and almost as easily. o_o