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Stopping a particle system and setting prim light properties

Flint Beika
Bandwidth starved kitty
Join date: 14 Jul 2006
Posts: 64
04-10-2007 00:24
Hi all, the documentations for llParticleSystem states that passing it an empty list ([]) will reset the PS properties for the object, effectively stopping the emitter. This does not seem to work in the script I am writing. Is there a bug in this function's implementation? Is there another way to turn off a particle system?

Also, I would like to be able to turn the light emission property of an object on and off through script, is this possible? I have not found a function similar to llSetColor for this purpose in the docs.

Thanks.
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
04-10-2007 01:05
From: Flint Beika
Hi all, the documentations for llParticleSystem states that passing it an empty list ([]) will reset the PS properties for the object, effectively stopping the emitter. This does not seem to work in the script I am writing. Is there a bug in this function's implementation? Is there another way to turn off a particle system?

Also, I would like to be able to turn the light emission property of an object on and off through script, is this possible? I have not found a function similar to llSetColor for this purpose in the docs.

Thanks.


There is a known bug in the Particle System at present. The current lastest work around is posted here

To turn a light source on or off use llSetPrimitiveParams
Flint Beika
Bandwidth starved kitty
Join date: 14 Jul 2006
Posts: 64
04-10-2007 01:22
Thanks Newgate :)
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
04-10-2007 10:14
I thought llParticleSystem([]); was fixed? It seems to have been for all my emitters.
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
04-10-2007 10:33
From: Talarus Luan
I thought llParticleSystem([]); was fixed? It seems to have been for all my emitters.


Ditto!

Flint... try putting an llOwnerSay("I'm turning particles off now";); line right before or after your llParticleSystem( [] ); line to verify that your script is actually behaving as expected.

Also, make sure you don't have multiple scripts in your prim that might be controlling your particles. :)

Please do follow up and say whether you've found the problem or not... :D
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
04-10-2007 13:48
From: Talarus Luan
I thought llParticleSystem([]); was fixed? It seems to have been for all my emitters.



Is it? not seen it posted anywhere......
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
04-10-2007 14:02
From: Newgate Ludd
Is it? not seen it posted anywhere......


I think it got lost and confused in the release notes... I haven't been able to reproduce it lately.
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
04-10-2007 14:07
From: Jopsy Pendragon
I think it got lost and confused in the release notes... I haven't been able to reproduce it lately.



The release notes? They dont actually expect us to read them do they?
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
04-10-2007 15:33
From: Newgate Ludd
The release notes? They dont actually expect us to read them do they?


I do.. religiously. :)

And I did see something about part of it being fixed.. and the rest coming soon... and the the rest came but without mention in the release notes. Go figure. :)

Anyway, if anyone CAN reproduce this bug, I would very much like to see how! :)
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
04-11-2007 17:51
I can confirm it seems to be working properly. I'd forgotten it was bugged, wrote a script yesterday that works just as expected.
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