Small, pulsating light?
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
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12-22-2004 18:11
I need a small, pulsating light, like a hard drive light... I've been messing with it for about an hour and just thought I'd ask. I don't use particles much, don't really want to learn just for this one tiny, tiny thing.
Basicllay I just need a script that will make a very tiny (.05mx.05m) blinking light, seemingly random. I will be changing it from red to green, I just need help with the small, blinking part.
Thanks
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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12-22-2004 18:27
Is this a prim-light design, or could you just use a dimpled sphere which changes color from green to red? If you're conserving prims, then I guess you'll have to wait for a particle guru to help ya.
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Sam Portocarrero
Jesus Of Suburbia
Join date: 23 May 2004
Posts: 316
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12-22-2004 18:29
From: Aaron Levy I need a small, pulsating light, like a hard drive light... I've been messing with it for about an hour and just thought I'd ask. I don't use particles much, don't really want to learn just for this one tiny, tiny thing.
Basicllay I just need a script that will make a very tiny (.05mx.05m) blinking light, seemingly random. I will be changing it from red to green, I just need help with the small, blinking part.
Thanks A basic "flasher" script should work, IM im ingame and I'll send you one. As for a particle light it will still have to be based on a prim, so it's really up to your detail.
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Alpha Zaius
llLol()
Join date: 13 Mar 2004
Posts: 1,187
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12-23-2004 10:20
I havent tested this code... so please try to fix if there is a missing semicolon... Ill try my best  integer i; default {
state_entry() { llSetTimerEvent(1); //change the 1 if you want to the number of seconds between each color change }
timer() {
if(i) { llSetColor(<1,1,1>); //this is the on color (this is a white) } else { llSetColor(<0.8,0.8,0.8>); //this is the off color (this is a light grey) } i = !i; } }
hope that help!
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
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12-23-2004 10:58
Ack, don't use a timer! That will add to server-side lag.
Use a very small, animated texture instead.
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Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
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12-23-2004 12:13
Would a random sleep between color changes work?
Or, better yet, use llSleep(x) to trigger texture offet.
Does texture offset require an update like a color change does?
Champie
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
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12-23-2004 12:19
Dang Hank, you beat me to it  To expand a bit, create a tiny, like 32x32 texture with an 8x8 grid of red and green squares, randomly on or off. Then drop this script in: default { state_entry() { llSetTextureAnim(ANIM_ON|LOOP|PING_PONG,ALL_SIDES,8,8,0,63,10); llRemoveInventory(llGetScriptName()); } }
no server side load at all once the object is rezzed. Lots of animation and particle scripts need to do this. *Any* script in an item even if it's not doing anything does take a small slice of server time. I believe LL has worked fairly hard at making it a very minimal slice but using the permanent attributes of a prim and removing the script is much much more efficient. L8r, UU P.S. this is a very small and badly compressed jpg I meant to save as bmp but dont have time at lunch to recreate it (stupid mspaint)
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Champie Jack
Registered User
Join date: 6 Dec 2003
Posts: 1,156
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12-23-2004 12:31
that's fantastic Upshaw!
thanks for explaining that.
Champie
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