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Drake Angelus
Registered User
Join date: 13 Dec 2004
Posts: 8
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05-02-2006 00:45
I m looking to do 2 things. I saw the flower feet where you walk and partcle flowers pop up. And I wanna do that with Fire leave trails behind me. Also I wanna have one where I walk and Ice foot prints and Snow flakes are left behind when the AV walks.. I have no clue how to do this....Any Ideas?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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05-02-2006 01:19
well you will need a drop particle script, and you will need textures.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Neb Soyer
Really good looking.
Join date: 9 Apr 2006
Posts: 45
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05-03-2006 05:23
So, particles emitting from feet? An add-on to this would be to rez prims with flame textures, but that'd be spammage, which isn't very nice. I'm guessing you'd want to use a method alike a flight booster, so when the owner has pressed the FORWARD key the particles emit until they stop. Hmm.., Main script: default { on_rez(integer tn) { llResetScript(); } state_entry() { llListen(0, "", llGetOwner(), ""); }
listen(integer c, string n, key id, string mes) { if(llToLower(mes) == "/flame on") { llOwnerSay("Flame Particles Enabled."); llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS); } if(llToLower(mes) == "/flame off") { llOwnerSay("Flame Particles Disabled."); llReleaseControls(); } } run_time_permissions(integer perm) { if(perm & PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_UP|CONTROL_DOWN|CONTROL_FWD|CONTROL_BACK|CONTROL_ROT_LEFT|CONTROL_ROT_RIGHT, TRUE, TRUE); } } control(key id, integer level, integer edge) { if(level & CONTROL_FWD) { llMessageLinked(LINK_THIS, 0, "flame_on", NULL_KEY); } if(level & CONTROL_BACK) { llMessageLinked(LINK_THIS, 0, "flame_off", NULL_KEY); } } } And then another script within the same prim which would recieve the Linked Message using: link_message(integer sender_num, integer num, string str, key id) { if (str == "flame_on") { //do particles } if (str == "flame_off") { llParticleSystem([]); } } You may be getting ahead of yourself here if you're not sure what to do with this. But heck have a go.
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down in the ghetto.
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Deneb Rosewood
Registered User
Join date: 2 Feb 2006
Posts: 15
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05-03-2006 08:24
I have a solution to this that's MUCH simpler, and it has a funny story behind it too but I'll save that for after I show the script to you, just stick this in your shoes and edit as nessisary default { state_entry() { llSetTimerEvent(.3); }
timer() { string anim = llGetAnimation(llGetOwner()); if ((anim == "Running")) { SetupParticles(); } else { llParticleSystem([]); } } } This is an altered footprint script I made for use with the Lost Furries cheetah avatars that makes a dustcloud behind them when they run (one they use is incredably ugly, so I made my own). Can make it check for Walking, but I'd need to look up the names of other movements.
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