the system:
llParticleSystem( [
PSYS_PART_START_SCALE, <0.04,0.04,0.0>,
PSYS_PART_END_SCALE, <2.0,2.0,0.0>,
PSYS_PART_START_COLOR, <0.1,0.1,0.1>,
PSYS_PART_END_COLOR, <0.5,0.5,1.0>,
PSYS_PART_START_ALPHA, 1.0,
PSYS_SRC_TEXTURE, "f8e2c2f0-7d5e-bb9a-68d0-7a3e87984784",
PSYS_PART_END_ALPHA, 0.0,
PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_BURST_RATE, 0.1,
PSYS_PART_MAX_AGE, 2.0,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,
PSYS_SRC_ACCEL, <0.0,0.0,-0.5>,
PSYS_SRC_BURST_SPEED_MIN, 1.5,
PSYS_SRC_BURST_SPEED_MAX, 1.7,
PSYS_SRC_ANGLE_BEGIN, 0.1,
PSYS_SRC_TARGET_KEY, targetkey,
PSYS_PART_FLAGS, ( PSYS_PART_EMISSIVE_MASK | PSYS_PART_WIND_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK ) ] );
The targeting code:
integer i;
llSay(0, "Detected " + (string)total_number + " active scripted objects"
;for (i = 0; i < total_number; i++)
{
llSay(0, "Detected " + llDetectedName(i) + ", Key: " + (string)llDetectedKey(i));
if ( llSubStringIndex(llToLower(llDetectedName(i)), targetname) != -1)
{
llSay(0, "Hello " + llDetectedName(i) + ", You've been targeted. Your key is " + (string)llDetectedKey(i));
targetkey = llDetectedKey(i);
vector pos = llDetectedPos(i);
rotation rot = llDetectedRot(i);
vector fwd = <0,0,0>;
fwd *= 0.0;
llRezObject("Crosshair P1", pos, fwd, rot, 1);
llRezObject("Crosshair P2", pos, fwd, rot, 1);
}
}
And of course, targetkey is defined as a global. Any ideas as to why this is happening?
