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Poofer help

Raiden Karuna
Registered User
Join date: 1 Sep 2004
Posts: 65
11-14-2004 19:06
Im making a poofer, that supose to do particles right before you teleport/log out (like i see others do) problem is, I can't find the function that is called right before a person logs out/teleports... I need it to do particles at that point... I tried putting the code in on rez and changed but still does nothing when I teleport like it supose to. I seen tons other poofers do it, so I know its possible somehow.
im guessing it scans its own state or something , and knows whens your in the process of logging out/teleporting and does the particles..
Thx for any help you can provide
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
11-14-2004 21:52
surely you're not referring to the circle of poofs that you see when someone chats or TP's? Because that's an SL default. I've never seen anyone with a unique particle poof on TP/logout, but it's easily doable - manually. Just have it listen for you to say "poof" maybe on a private channel. Then, when you're ready to log out, type the command and quickly log out.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
11-15-2004 00:44
attached is triggered every time you log in or teleport into a new sim.
Water Rogers
Registered User
Join date: 1 May 2003
Posts: 286
11-15-2004 01:00
hmm, i *think* that if a particle system is called, then the particle system is still 'active' - kind of a bug i think, but it's been around since.... uhhh 1.2 i think. The "pfft" script i made simply calls a particle system in a listen command (chat "pfft" and you get an explosion of the word pfft) - yet anytime i teleport or go into a different sim, the particles release.

The way to FIX that, is to call an empty listed particle system in the state entry/on rez event handlers (llParticleSystem([]));

So I *feel* as though it's an unfixed bug for it to continue raising particle systems even though it shouldn't be calling that function. Leak perhaps?

Anyway, if you want to achieve that effect, make a particle system, just put it in state entry. walk around, teleport. Don't close out the particle system though.

Hope that helps.

--Water
_____________________
From: Philip Linden

For the more technically minded - the problem is actually NOT the asset server (or 'asshat' as you prefer to affectionately call it herein).
Water Rogers
Registered User
Join date: 1 May 2003
Posts: 286
11-15-2004 01:38
well, i retract the last post i just made. It seems like it doesn't do that anymore after i messed with it a little bit, so yeah.... just use the attach event handler (and it will work if you are teleported into the same sim as well)
CODE
default{
state_entry(){
updateParticles();
}

attach( key k ){
updateParticles();
}
}

*this is assuming you are using Ama's particle example*
_____________________
From: Philip Linden

For the more technically minded - the problem is actually NOT the asset server (or 'asshat' as you prefer to affectionately call it herein).
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
11-15-2004 08:42
The effect the OP is talking about is a rather cool one I've seen occasionally in world.

It seems to be triggered automatically whenever someone teleports AWAY from a location (i.e. disappears). They seem to leave behind either a particle system, or a few glowing temp prims, or something of that nature. I was thinking about making something similar for my AV, but I could never think of a cool unique effect, then my account got shut down (lack of funds).
_____________________
</sarcasm>
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
11-15-2004 10:18
Except for triggering the effect by hand just before you teleport away or log out, I can only think of one other way to vansigh with a poof of smoke, and it would be a "bad" script.

EDIT: typo
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~ Tiger Crossing
~ (Nonsanity)
Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
11-15-2004 10:22
From: Raiden Karuna
Im making a poofer


lollies... the UK'ers must be laughing

That's similar to a UK'er saying that he's making a fag.

- Ace
_____________________
"Free your mind, and your ass will follow" - George Clinton
Zagrophyte Zadoq
Registered User
Join date: 24 Sep 2004
Posts: 6
English vs. English
11-15-2004 12:18
Making a cigarrette? ;)
DNA Prototype
Mad Scientist
Join date: 8 Aug 2004
Posts: 179
11-17-2004 07:45
Trying to Copy My teleport Poof Particles eh??

Just go buy one.

Hehe,

DNA
McWheelie Baldwin
Registered User
Join date: 9 Apr 2004
Posts: 154
11-18-2004 13:38
From: DNA Prototype
Trying to Copy My teleport Poof Particles eh??

Just go buy one.

Hehe,

DNA



Yours? They were around long before you were. ;):P

Re-inventing the wheel can be a fun exercise from time to time though. :D
Jesu Forager
Registered User
Join date: 17 Oct 2007
Posts: 25
12-20-2008 11:37
Has no one figured this out yet? It can't be that complicated a trick heh, I'm tinkering now, if I find a solution I will post here, though I'm not going to claim to outsmart this long running trick.
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
12-20-2008 16:16
I don't know what might trigger a particle system before you tp, but when you arrive, presumably you use
CODE

change(integer change)
{
if (change & CHANGED_TELEPORT)
{
//call a particle system with a short PSYS_SRC_MAX_AGE
}
}
Or does that start to fire when the tp starts (or thinks it starts)? If it does, that's presumably how you get the particles at the start of the tp. Or do you start to hover when you begin a tp? I know when tps fail, i often end up hovering there (or having fallen through the floor).
Jesu Forager
Registered User
Join date: 17 Oct 2007
Posts: 25
12-20-2008 16:32
Aye, when you tp IN is easy, the question for this thread is somehow triggering a poof automatically before TPing out, though technically this would seem impossible without SL building in LSL triggers for the initializing TP, though with the major changes to TP methods, I imagine current methods are impossible unless you can somehow have the object handle all TPs, which just isn't pheasible aside from it handling remembering various spots etc. I was just wondering if someone had figured this out, I know friends who had poofers that triggered on exits, but I haven't seen any in awhile.
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
12-20-2008 19:42
From: Jesu Forager
Aye, when you tp IN is easy, the question for this thread is somehow triggering a poof automatically before TPing out, though technically this would seem impossible without SL building in LSL triggers for the initializing TP, though with the major changes to TP methods, I imagine current methods are impossible unless you can somehow have the object handle all TPs, which just isn't pheasible aside from it handling remembering various spots etc. I was just wondering if someone had figured this out, I know friends who had poofers that triggered on exits, but I haven't seen any in awhile.
One way to do it, I suppose, though it wouldn't for obvious reasons work at all times and at all places, would be to have your poofer, when you arrive somewhere, not only poof a burst of particles but also rez a small invisible follower that follows you round the sim.

At the no_sensor event -- i.e. you've tp'd off or logged out -- the follower releases a farewell burst of particles and then dies. That's all I can come up with.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-20-2008 20:35
the script is available on the forums for the taking, just search.

PS followers work for this too, but require build and script enabled land
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
12-21-2008 02:16
From: Void Singer
the script is available on the forums for the taking, just search.

PS followers work for this too, but require build and script enabled land

Hmm... An admittedly quick search of the forums (this one, at least) suggests that it used to be possible to trigger particles on TPing out of somewhere by having the attachment detect it was being saved back to the database. But a change in the way TPs work some time ago broke this -- attachments don't any more get saved back and re-rezzed each time you tp -- so followers are the only way people can think of to make this effect work on TP (though presumably the old method still works when you log out).

Are you saying there's still a way for an attachment to detect you're about to TP?
Kira Pearl
Living it & loving it ;)
Join date: 17 Dec 2008
Posts: 14
01-16-2009 18:06
From: Raiden Karuna
Im making a poofer, that supose to do particles right before you teleport/log out (like i see others do) problem is, I can't find the function that is called right before a person logs out/teleports... I need it to do particles at that point... I tried putting the code in on rez and changed but still does nothing when I teleport like it supose to. I seen tons other poofers do it, so I know its possible somehow.
im guessing it scans its own state or something , and knows whens your in the process of logging out/teleporting and does the particles..
Thx for any help you can provide


hello.. :D
i think i saw one in the script library inworld.. :D
happy hunting ;)