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LSL tools for controlling the new prim attributes

Daaneth Kivioq
Wandering Philosopher
Join date: 11 Jan 2006
Posts: 157
05-24-2006 16:17
Hi! When will we have documenataion available on the new scripting functions that will allow us to control the new prim attributes, lighting, and flexibility? I am guessing that what we will see are expansions of existing functions to cope with the new abilities.

In particular, I'd like to know how to from within a script, turn a light on and off. Nice to have those lights pop on automatically at dusk.

Also, can particles now truly emit light? Or, how could we make a "flickering" light like a fire or torch?

And, most importantly, how do I build the Torley Signal ? (like the old Bat Signal, only this one projects a giant watermelon onto the clouds)

hmmmm...

If I put a light source between a tranparency and a blank wall, will I get a projection filtered throughthe transparency on the wall, in other words, a slide show?

Inquiring coders want to know! :D
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-24-2006 16:35
Heh heh heh that's great, Daaneth--and fantastic ideas!

Okay, lighting on prims is done with llSetPrimitiveParams:

http://secondlife.com/badgeo/wakka.php?wakka=llSetPrimitiveParams

^ More detail is there, and you may want to read the related, fresh, NEW! Second Life 1.10 guides here in Reference & Policies:

/16/1.html

About the particles and the "slideshow" effect, lights can't yet do that I don't think--I recall inquiring about that earlier.

But there's going to be more lighting magic to come--as has been a development trend in recent time, achievable pieces get shipped out more agilely, with enhancements to come.
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