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Script End particle effect

Andreas Frankfurter
Registered User
Join date: 15 Jul 2006
Posts: 18
11-04-2006 08:58
Is there a way to turn off that annoying particle effect that is triggered everytime a script finishes or changes state?

Thanks in advace for your assistance.
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-04-2006 13:38
Depends on the effect... if it's the swirly, it's associated with the object saying something, and although they do tweak things I think there is no way to stop that still.

That said, there is nothing automatic about state change causing the object to speak, so just change the script.

If it's some other particle effect, just take out the particle call (llParticleSystem()).
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Raeyan Aldrich
Registered User
Join date: 14 Oct 2006
Posts: 44
11-08-2006 07:43
no to stop a particle effect you need to pass an empty list to the particle system:

CODE

llParticleSystem([]);


will stop the system from producing particles

simply removing the llParticleSystem() function will cause the system to continue producing particles till it's set life timer runs out, but passing an empty list will stop it immediately
Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-08-2006 08:21
From: Raeyan Aldrich
no to stop a particle effect you need to pass an empty list to the particle system:

CODE

llParticleSystem([]);


will stop the system from producing particles

simply removing the llParticleSystem() function will cause the system to continue producing particles till it's set life timer runs out, but passing an empty list will stop it immediately


Hmm, depends on exactly what the OP is seeing. You are quite correct, this will stop any working particle effects. It won't stop them being triggered next time though, if they're that sort of particle.
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Raeyan Aldrich
Registered User
Join date: 14 Oct 2006
Posts: 44
11-08-2006 08:41
the particle effect as i recall is set on the prim.
each prim can only have one particle effect running on it at a time, thus calling the llParticleSystem([]); in an object script will cause it to stop emitting immediately

it should be noted, that for persistent particle effects, a timer() event is used to re-trigger the llParticleSystem function every x seconds. if this is the case you will need to edit the script and remove the timer event or add a toggle command similar to this:
CODE

integer partson TRUE;

default
{
on_rez(integer blah)
{
//timer will run every 5 seconds
llSetTimerEvent(5.0);
}
touch_start(integer num_detected)
{
if(partson)
{
//particles are on, turn them off
partson == FALSE;
} else {
//particles are off, turn them on
partson = TRUE;
}
}
timer()
{
if(partson)
{
//call your particle effect here to start them
} else {
//otherwise turn the effect off
llParticleSystem([]);
}
}
}