Stopping a particle system and setting prim light properties
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Flint Beika
Bandwidth starved kitty
Join date: 14 Jul 2006
Posts: 64
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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.
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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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 hereTo turn a light source on or off use llSetPrimitiveParams
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Flint Beika
Bandwidth starved kitty
Join date: 14 Jul 2006
Posts: 64
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04-10-2007 01:22
Thanks Newgate 
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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04-10-2007 10:14
I thought llParticleSystem([]); was fixed? It seems to have been for all my emitters.
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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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... 
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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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......
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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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!
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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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?
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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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! 
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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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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