Now here's the frustrating thing: When I recompile the script, it works perfectly - particles appear at the point of the emitter. When I rez the vehicle out of inventory or when I rez it out of an object's inventory, the particles no longer work correctly, they work as described above.
Here's the script in question:
CODE
list params;
init() {
params = [PSYS_PART_FLAGS];
params += [PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_INTERP_COLOR_MASK];
params += [PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP];
params += [PSYS_SRC_ACCEL,<0.0,0.0,2.0>];
params += [PSYS_PART_START_COLOR, <0.75,0.75,0.75>];
params += [PSYS_PART_END_COLOR, <1.0,1.0,1.0>];
params += [PSYS_PART_START_SCALE, <0.125,0.125,0.0>];
params += [PSYS_PART_END_SCALE, <1.5,1.5,0.0>];
params += [PSYS_PART_START_ALPHA, 0.75];
params += [PSYS_PART_END_ALPHA, 0.0];
params += [PSYS_PART_MAX_AGE, 2.0];
params += [PSYS_SRC_BURST_PART_COUNT, 5];
params += [PSYS_SRC_BURST_RATE, 0.1];
llParticleSystem ( [ ] );
}
default {
on_rez(integer num) {
llResetScript();
}
state_entry() {
init();
}
link_message(integer linkNum, integer num, string message, key id) {
if(linkNum == LINK_ROOT) {
if(message == "motor") {
if(num == 1) llParticleSystem(params);
if(num == 0) llParticleSystem( [ ] );
}
}
}
}
I've tried resetting the script on-rez, I've tried not resetting the script on rez, it doesn't make any difference. When the script is recompiled it works properly, when the object is taken into inventory then rezed, it's wrong. I don't know if this is a rendering problem in the client or if it's something in LSL that's not right? The vehicle uses physics and the usual vehicle functions, it's about 26 prims all together, and every other aspect of it works correctly.
Any suggestions, input, comments, etc. would be most appreciated!
-Atashi