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How to suppress particles while script executes?

Daryn Writer
Registered User
Join date: 5 May 2007
Posts: 3
05-19-2007 07:02
I have a script in an object attached to an av. The script has a timer and executes every second or so. Every time the script does something, bright lights swirl around the object. These are the same lights you see when most scripts start, but it's happening all the time for this object.

I presume these are particles. I am calling llParticleSystem([]) to suppress all particles. I have proven beyond doubt llParticleSystem([]) is being called. Yet it does not suppress the lights. The object is still surrounded by the swirling lights every second.

I have compared my object to others which do not have this disease, and I can't see any difference.

So, what am I doing wrong? How do I stop this?

Thanks for your help!
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
05-19-2007 09:03
Is your script doing an llSay() or llWhisper()? These will make particle swirls that are not related to llParticleSystem().
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Anna Gulaev
Registered User
Join date: 25 Oct 2006
Posts: 154
05-19-2007 10:42
From: Malachi Petunia
Is your script doing an llSay() or llWhisper()? These will make particle swirls that are not related to llParticleSystem().


You don't get the magic swirl if you use a channel other than zero. You don't want an object talking in open chat every second or so, anyway, and if it's just talking to itself or another object, use another channel.

I once had my debug info dumping to channel zero so I could see what the thing was doing and I thought those swirls would kill the project. Took out the debug stuff and the object could still communicate with nearby objects without the swirl.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
05-19-2007 11:12
llOwnerSay causes swirls, too.
Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
05-19-2007 11:15
From: Anna Gulaev
You don't get the magic swirl if you use a channel other than zero. You don't want an object talking in open chat every second or so, anyway, and if it's just talking to itself or another object, use another channel.



actually, the particles appear if you can hear what's being said... so it does happen with llOwnerSay and llInstantMessage.
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The function is working perfectly fine. It's just not working the way you wanted it to work.
Daryn Writer
Registered User
Join date: 5 May 2007
Posts: 3
05-19-2007 16:23
That's it! Thanks so much everyone. Yes, I'm using llOwnerSay for debug information.

Your answers are much appreciated.

Daryn