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Help needed for new scripter

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.
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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 :D
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