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Melon Guns Broken with New Update?

Argus Collingwood
Totally Tintable
Join date: 5 Dec 2005
Posts: 600
09-08-2008 16:11
None of our Melon Guns work:( anyone have a work-around? TIA
Cerise Sorbet
Registered User
Join date: 8 Jun 2008
Posts: 254
09-08-2008 16:44
Wow, they are broken! All the watermelon launchers have missing parts inside. The payload called bump is gone :(
Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
09-08-2008 17:00
A friend of mine modded a copy of it long time back so I still have the script that was a part of it. I just tested the modified copy and it works splendidly.

CODE


//edited by nick fairlight
// Mask Flags - set to TRUE to enable
integer glow = FALSE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";

// Particle paramaters
float age = 1.6; //How long particles last
float maxSpeed = .1; //The fastest they will go
float minSpeed = .1; //The slowest they will go
string texture = ""; //Particle texture, if blank its set to delault orb type.
float startAlpha = 0; //don't change yet, not sure what this is.
float endAlpha = 1; //don't change yet, not sure what this is.
vector startColor = <0,1,0>; //Starting color stream
vector endColor = <.2,3,.0>; // Color of particles at end of stream
vector startSize = <.4,.4,.3>; //Size of particles at the start
vector endSize = <.1,.1,.1>; //Sizes of particles at end of stream
vector push = <0,0,0>; //Physical style push in a vector direction

// System paramaters
float rate = .001; // How fast to emit particles
float radius = 0; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = TWO_PI; // Outer angle for all ANGLE patterns
float innerAngle = PI; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; //Not sure what this is yet



// Script variables
integer flags;

updateParticles()
{
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;



llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
llSetTimerEvent(1);
}

timer()
{

}
}
Argus Collingwood
Totally Tintable
Join date: 5 Dec 2005
Posts: 600
09-08-2008 17:16
From: Soen Eber
A friend of mine modded a copy of it long time back so I still have the script that was a part of it. I just tested the modified copy and it works splendidly.

CODE


//edited by nick fairlight
// Mask Flags - set to TRUE to enable
integer glow = FALSE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";

// Particle paramaters
float age = 1.6; //How long particles last
float maxSpeed = .1; //The fastest they will go
float minSpeed = .1; //The slowest they will go
string texture = ""; //Particle texture, if blank its set to delault orb type.
float startAlpha = 0; //don't change yet, not sure what this is.
float endAlpha = 1; //don't change yet, not sure what this is.
vector startColor = <0,1,0>; //Starting color stream
vector endColor = <.2,3,.0>; // Color of particles at end of stream
vector startSize = <.4,.4,.3>; //Size of particles at the start
vector endSize = <.1,.1,.1>; //Sizes of particles at end of stream
vector push = <0,0,0>; //Physical style push in a vector direction

// System paramaters
float rate = .001; // How fast to emit particles
float radius = 0; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = TWO_PI; // Outer angle for all ANGLE patterns
float innerAngle = PI; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; //Not sure what this is yet



// Script variables
integer flags;

updateParticles()
{
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;



llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
llSetTimerEvent(1);
}

timer()
{

}
}


I am not a scripter lol and if you could give me a working Melon Gun in world I would love to have it:)
Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
09-08-2008 17:26
Don't have the texture :-(

We could make it a cooperative project though! Anyone have a watermelon texture? It just wouldn't be the same without a good watermelon texture.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-08-2008 17:32
Maybe Torley ate them.
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Crunch Underwood
Mr. Grown up, Go away sir
Join date: 25 Sep 2007
Posts: 624
09-08-2008 17:39
http://images.google.com.au/images?client=firefox-a&rls=org.mozilla%3Aen-GB%3Aofficial&hl=en&q=watermelon+texture&btnG=Search+Images&gbv=2

watermelon textures
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Dagmar Heideman
Bokko Dancer
Join date: 2 Feb 2007
Posts: 989
09-08-2008 17:41
Nooooooo! Not my watermelon gun! :eek:
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-08-2008 17:47
I put a copy of "bump" I had in my inventory into a Watermelon Launcher and tried to fire it in the Morris sandbox and I got a message saying " Can't move object 'bump' to
{ 72.9761, 120.751, 235.276 } in region Morris because your objects are not allowed on this parcel."

I can rez it from my inventory.

And now I've been logged out with a message that the region may be experiencing trouble.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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Abba Thiebaud
PerPetUal NoOb
Join date: 20 Aug 2006
Posts: 563
09-08-2008 20:17
From: SuezanneC Baskerville
Maybe Torely ate them.


Maybe........



Why not just use Torley's truly free textures here: http://www.flickr.com/photos/torley/collections/72157594588432564/ Also available inworld here: http://slurl.com/secondlife/Here/45/94/39

There's plenty of choices and some will even make watermelons!

A
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-08-2008 20:37
Torley. not Torely.

Every typo will be quoted.

Argus, I gave you a bump.
_____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

-

http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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Argus Collingwood
Totally Tintable
Join date: 5 Dec 2005
Posts: 600
09-09-2008 12:50
From: SuezanneC Baskerville
Torley. not Torely.

Every typo will be quoted.

Argus, I gave you a bump.


Thanks for that and the reloaded gun from Cerise Sorbet:) Happy Melon-Wars!! Still need a watermelon looking bump as the Susan one is a bible;)
Cerise Sorbet
Registered User
Join date: 8 Jun 2008
Posts: 254
09-09-2008 15:12
Hi! I think the proper action is recovered after serious in-world deliberation with helpful forum people. There's a copy at the Free Bazaar in Stillman, upstairs, south east corner. I think everything is set right with full permissions, so if anyone can make it better please do and let me know, so we can make sure everyone benefits from better melons!
Dakota Tebaldi
Voodoo Child
Join date: 6 Feb 2008
Posts: 1,873
09-09-2008 16:35
From: SuezanneC Baskerville
Torley. not Torely.

Every typo will be quoted.


Novikov's self-consistency conjecture FTW!
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:cool:
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-09-2008 16:58
From: Argus Collingwood
the Susan one is a bible;)
I certainly did not intend to give anyone a bible. If I did, I apologize.

I think I checked the bump I gave you. I definitely did check one an put it in the gun.

Checking the inventory now - one bump is a melon and the one below it is indeed a bible. I have renamed the bible bump "bible bump". An oddly transparent bible. I have no idea how that happened. 4 and a half years ago one thing people did for troublemaking funback in the days when the only sandbox sim was Cordova, not "Sandbox Cordova", was to cover the sandbox with physical bibles. I imagine there's a connection.

Now Second Life has crashed after just having started up and pulling out various bumps and deleting them.

Now you should have a bump that is a watermelon.

I notice that "Launcher" in the melon gun's name is misspelled.

I can't fire it on my own land. Same message.

So the next thing to try is a private estate.

On a private estate I didn't get the same error message but I got a "object returned because it went offworld" message.

Well, there's a reason not to buy Linden land, you may find some toy you like is outlawed.

In a Caledon sim I am getting mostly object returned because it went off world messages, but I did get one "object not allowed" message like the mainland sims were giving me.

The gun or the projectile may need to be modified a bit. The gun I am using may be one that I have modified to shoot real far.
_____________________
-

So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

-

http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

-
Argus Collingwood
Totally Tintable
Join date: 5 Dec 2005
Posts: 600
09-10-2008 19:14
From: SuezanneC Baskerville
I certainly did not intend to give anyone a bible. If I did, I apologize.

I think I checked the bump I gave you. I definitely did check one an put it in the gun.

Checking the inventory now - one bump is a melon and the one below it is indeed a bible. I have renamed the bible bump "bible bump". An oddly transparent bible. I have no idea how that happened. 4 and a half years ago one thing people did for troublemaking funback in the days when the only sandbox sim was Cordova, not "Sandbox Cordova", was to cover the sandbox with physical bibles. I imagine there's a connection.

Now Second Life has crashed after just having started up and pulling out various bumps and deleting them.

Now you should have a bump that is a watermelon.

I notice that "Launcher" in the melon gun's name is misspelled.

I can't fire it on my own land. Same message.

So the next thing to try is a private estate.

On a private estate I didn't get the same error message but I got a "object returned because it went offworld" message.

Well, there's a reason not to buy Linden land, you may find some toy you like is outlawed.

In a Caledon sim I am getting mostly object returned because it went off world messages, but I did get one "object not allowed" message like the mainland sims were giving me.

The gun or the projectile may need to be modified a bit. The gun I am using may be one that I have modified to shoot real far.


Thanks everyone. a friend worked it out for me but there is no push on the melons now. I think the bumps were clogging LL asset servers and that is why they are gone;)
Soen Eber
Registered User
Join date: 3 Aug 2006
Posts: 428
09-13-2008 16:15
I put out the fixed melon gun launcher as a freebie in my shop (Lathe of Eber). I have another freebie out as well - a rubber ball people can sit inside of and get bounced around with by the melon launcher ... just a bit of addictive silly fun I came up with way back when, and now I finally got around to updating it now that my skills are better.

The back area where the dispensers are is semi-enclosed so that people can play around with the stuff for a bit and not have to worry about messing anyone up.

secondlife:///app/teleport/Bradmoor/227/36/46/