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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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12-14-2005 04:27
I sent this bug report almost a month ago and haven't heard anything back yet. Was wondering if anyone else has come across this prob...
------------------------------------------------------------------------- Steps to reproduce the bug: Create an object, get it's key, and wear it. Create another object and put a particle script in it. The particles should be made to fire a short burst, which target the attachment using it's key.
Observed results: While you stand still the particles will correctly move toward the attachment, but if you move, the particles still continue to go to the original point where the attachment was.
Expected results: The actual target point of the particles should be where ever the attachment moves to, instead of just going to where the attachment was at the time the burst was triggered.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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12-14-2005 06:02
Particles and targeting are all messed up.
I was trying to use particles to simulate "energy beams" from one part of a vehicle to another, and finally gave up and went with animated textures instead. Exactly HOW they mess up varies from version to version, and there's weird interactions between follow-source and targeting (even if the target is a rigidly attached part of the same object). Maybe Runitai Linden (may awesomeness always flow from his very pores) can attack it?
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Ethan Cinquetti
Registered User
Join date: 5 Jul 2005
Posts: 24
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12-14-2005 12:16
I thought it was just me I tried putting up a little particle fence (yes, an eyesore, but I didn't mean for it to be permanent) on the boundaries of my property. But I noticed that the one fencepost which sat higher than the others, on a little hillside, wouldn't target down the z-axis. It correctly targeted the x- and y- positions of its neighbors, but the particle streams remained at the projector's height instead of flowing downhill.
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JackBurton Faulkland
PorkChop Express
Join date: 3 Sep 2005
Posts: 478
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12-14-2005 12:42
From: Kermitt Quirk I sent this bug report almost a month ago and haven't heard anything back yet. Was wondering if anyone else has come across this prob...
------------------------------------------------------------------------- Steps to reproduce the bug: Create an object, get it's key, and wear it. Create another object and put a particle script in it. The particles should be made to fire a short burst, which target the attachment using it's key.
Observed results: While you stand still the particles will correctly move toward the attachment, but if you move, the particles still continue to go to the original point where the attachment was.
Expected results: The actual target point of the particles should be where ever the attachment moves to, instead of just going to where the attachment was at the time the burst was triggered. try resteting the particle script via a timer with a call to empty particle system to shut it off then a call the particle script to turn it back on. or something as easy as this in the state entry of your particle script while(true) { llParticleSystem([]); particleEffects(); //this function will set the desired particle effects } I dont know if this will solve your problems, since i am at work and cant test but give it a whack and let me know.
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You know what Jack Burton always says... what the hell?
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Kermitt Quirk
Registered User
Join date: 4 Sep 2004
Posts: 267
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12-14-2005 18:17
From: JackBurton Faulkland try resteting the particle script via a timer with a call to empty particle system to shut it off then a call the particle script to turn it back on.
I'm pretty sure it already does that. The particles are switched on/off via link messages and from memory (I'm not in front of SL atm) I do switch the particle system off in the state_entry cause I had some other problems with small bits of particle happening when the object was rezzed fresh. Here's a little more clarification of the basic structure I'm using... - Avatar is wearing an attachment which contains a copy of the problem particle object in the contents.
- The avatar uses a voice command to ask the attachment to rez the object.
- When the object is rezzed there's a burst of particle triggered that originates in the attachment and targets the object. This part works fine cause the target (the rezzed object ) is stationary.
- Later the avatar uses another voice command to de-rez the object. This triggers a particle that originates in the object, and targets the attachment. This one doesn't work right cause the location of the target (which is the attachment in this case) can move.
- Just after the particle is triggered the object dies. I've also tried this where I keep the object there until well after the particle is finished, but that didn't seem to make any diff.
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