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particle effects wont go away

BlueClaw Diesel
Registered User
Join date: 10 Jan 2009
Posts: 11
01-30-2009 14:52
Heres the deal.
I have these arms:
http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=953958

The..ahem..."expert GM's" at Toxia told me I cant use the arms there because the flame particle effects are lagging the sim.

Ok. So, I contacted the man who created the arms, Shanobe Weyland, who magnificently took time out to talk to me (great guy, I appreciate it) he said to get rid of the flames all i had to do was remove the scripts from inside 8 small spheres inside the arm.

I found them, found the scripts, deleted everything....and the damn spheres STILL shoto out flames.

texture and color are blank, the scripts are GONE. I edited and moved the spheres individually away from the rest of the arm and can confirm without the spheres there, the arms do not flame.

I reset cache, relogged thinking it was me. but flames still there.

How the frak do empty spheres with no scripts no texture and no color continue to emit particle effect flames?!?!?


Help?????


PS
I know Toxia is dead wrong about it and the lag issue was their "ahem" "expert GM" with all his graphics settings on high and his bandwith over 500000.
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
01-30-2009 15:00
Particles are a property of the object they are in. You use a script to set the property, but once that's done, the script has nothing left to do. Delete the script and the particles will STILL be a property of the object. So you need to drop a simple script into the object to remove the particles. Try this....

CODE

default
{
state_entry()
{
llParticleSystem([]);
}
}
Gabby Handrick
Registered User
Join date: 18 Feb 2007
Posts: 190
01-30-2009 15:02
I think that creating a new script within the prim like this one will turn off the particle effect...
CODE
default {
state_entry()
{
llParticleSystem([]);
}
}

This was taken from information I found here...
http://lslwiki.net/lslwiki/wakka.php?wakka=llParticleSystem
Edited to add: Oops, someone got to it first...
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BlueClaw Diesel
Registered User
Join date: 10 Jan 2009
Posts: 11
01-30-2009 15:06
Trying it now will let you all know how it went in a few minutes.

EDIT

BINGO!!!

Thanks a lot. I felt so helpless, this has made me want to learn scripting actually.
Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
01-30-2009 15:13
I'd be a little more worried about whoever said Particles lag up the sim.

They add a bit of overhead for the moment when someone rezzes an emitter (or a script actively changes the particle properties) yes but they're not a constant drain.
Cerulean Deadlight
Registered User
Join date: 6 May 2007
Posts: 28
02-01-2009 22:16
Yeah, particle effects don't lag the sim at all. It's client side. They aren't even rendered if nobody is looking at them. I've heard this from people before. Just because they have crappy computers that choke when there's a lot going on on screen doesn't mean the sim is lagging.