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Yo, Steve!

MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
04-22-2006 18:02
From: Steve Linden
Relax everyone.

1. Scripting for lights will be in the next preview release. They use the llSetPrimitiveParams call with the following format (official documentation will be available soon):

llSetPrimitiveParams([PRIM_POINT_LIGHT, bool Enable, vector Color, float Intensity, float Radius, float Falloff]);

2. I do apologize for breaking the old scripts but it could not be helped. We did take pains to make sure that old scripts still make the old lights fully bright (or not), they just don't cast light any more. Keep in mind that less than 1% of the residents currently have local lighting enabled, so the behavior won't be changed for the majority of the residents.

3. I will make sure this is in the documentation, but in case anyone is eager to start writing scripts now, it is much cheaper to change the Intensity and Falloff values of a light than the Enabled state or Radius, so the best way to turn a light on/off is to set its Intensity to 1/0.

The next preview release should be available this evening (Thursday, 4/20).

Enjoy.

-Steve


Thank you for letting us know Steve. You are an angel! =) Hugz
(Oh, this forums is for questions??? ok then.....)
Steve, did you know that you were an angel? More Hugz :p
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
04-22-2006 18:13
Right on. I'll let Steve know!

(Angel? Watch those halos glow with the new lighting system... ;) )
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