|
Dragonlady Boa
Registered User
Join date: 13 Jul 2007
Posts: 18
|
07-25-2007 05:19
I am HOOKED on particles right now. I love making "poofers" for myself. BUT, I would like to be able to put more than one picture in per poofer. Like I have an idea for a gem poofer, but with just one gem it looks kind of boring LOL! So, how would I add more "POW" to my poofers? Also, every time I try to add a keyword to it, to turn it off or on, it messes up the whole shebang. Don't let my creation age fool ya. I've only been ACTIVE for the last 3 weeks LOL
|
|
Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
|
07-25-2007 06:31
Particles are a prim property so each prim can have exactly one particle effect active at the same time. with one particle image.
You have two options:
a) use a fast timer to trigger new particle effects with different textures.
b) use multiple prims and scripts to toggle several emitters at the same time that use different graphics.
|
|
Dragonlady Boa
Registered User
Join date: 13 Jul 2007
Posts: 18
|
07-25-2007 06:37
can they all be coded with the same trigger word? And thank you so much for the fast reply!
|
|
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
|
07-25-2007 06:51
Generally, to keep the lag down, you use one listen for the "trigger word" and then use a link message to communicate with the other prims in the object. The main script has: llListen(3,"",llGetOwner(),"triggerword"  ; in it's state_entry() eventt And in the listen(...) event: llMessageLinked(LINK_ALL_OTHERS,0,"","go"  ; together with your particle effect. In the other prims is a script with the link_message(...) event which triggers your particle effect.
_____________________
www.nandnerd.info http://ordinalmalaprop.com/forum - Ordinal Malaprop's Scripting Forum
|
|
Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
|
07-25-2007 06:55
I have made something similar.
The solution is to make the llParticleSystem() call subject to a llSetTimerEvent(), at very fast intervals.
Immediately prior to the llParticleSystem() call, but still within the Timer() event, is where you make the necessary changes to PSYS_SRC_TEXTURE.
You could use a system of flags and counters, or llFrand() to determine which texture will populate PSYS_SRC_TEXTURE for a particular iteration.
XxX
|
|
Dragonlady Boa
Registered User
Join date: 13 Jul 2007
Posts: 18
|
07-25-2007 16:10
WOW! you guys really know your stuff! I hope to be able to write my own someday. Of coiurse, by that time, I'll have pulled all my hair out and will be a bald old woman sitting behind this desk hehe. Someone tolde me that particles was basically html on crack. now I believe them!
|
|
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
|
07-26-2007 00:34
From: Dragonlady Boa Someone tolde me that particles was basically html on crack. now I believe them! Hehe, that's one way to look at it 
_____________________
www.nandnerd.info http://ordinalmalaprop.com/forum - Ordinal Malaprop's Scripting Forum
|