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Activating poofer on TP out?

MeLight Korvin
Im on da Use
Join date: 4 Jun 2005
Posts: 99
08-26-2006 05:49
I saw this happening in -world, and its supposed to be pretty simple, but its working only on the side when the avie appears not where he disappears, what im doing is this:

CODE

p()
{
llParticleSystem([Particle parameters]);
}

default
{
changed(integer change)
{
if(change & CHANGED_TELEPORT)
{
p();
}
}
}

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Kaklick Martin
Singer/Songwriter
Join date: 3 Oct 2005
Posts: 175
08-26-2006 07:52
Not absolutely sure on this, but I think you want your script to rez a temp on rez object (or better yet have it die after i spits the part's) with the TP event, that starts spewing the part's immediately after rezzing. My instinct tells me the event fires off before you start, but since the object stays with you it generates the particles on the landing side.

Since I've never personally made a poofer I could be talking out my hat though.
MeLight Korvin
Im on da Use
Join date: 4 Jun 2005
Posts: 99
08-26-2006 08:24
ill try it altho it seems kind of complicated for a poofer
_____________________
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
08-26-2006 12:24
I think you just have to trigger something BEFORE you teleport. I'm not sure it can be done automatically. Unless you are using a sit teleport rather than a real teleport.
Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
08-27-2006 10:31
I have looked into this because a product i was working on needed to trigger before you teleport. There is no simple way to trigger before hand. The way poofers used to work is that they would detect the key change in UUID when an attachment was saved to the storrage server and rerezzed in the new sim. A few updates back, that system was changed as agents now teleport from sim-sim directly. This means the UUID doesnt change and the old script no longer works. The only realy way to detect it now is CHANGED_TELEPORT, and that only triggers after teleporting. Short of having a prim follow you and doing particles when sees you dissappear, there is no way to do it.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
08-27-2006 21:57
From: Kaklick Martin
Not absolutely sure on this, but I think you want your script to rez a temp on rez object (or better yet have it die after i spits the part's) with the TP event, that starts spewing the part's immediately after rezzing. My instinct tells me the event fires off before you start, but since the object stays with you it generates the particles on the landing side.
Just another idea hitting on me, what about using a transparent, physics and phantom object with a pet script? When you teleport away, it will be left there. It is easy to get a trigger, such as losing the owner. Of course it sould die after emitting.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
08-28-2006 01:23
Don't make it physics enabled!

It's a lot better to do a 96m scaner once in a rare wile and warppos than to do a continous small distance scan since the sim has to do the same scan either way. The only difference with the smaller scan is that the sim makes a smaller list, but as I understand it, it still has to check every object.

Plus my "Weppon Scanner" would think it's a weppon and Ban you :eek:

just make it non-physics, transperent, phantom
Dustin Widget
Script Monkey for hire
Join date: 15 Feb 2006
Posts: 101
08-28-2006 07:33
People cant be expected to quit using features, such as physics, because other people's security system's arent smart enough to tell the difference. I am not trying to start an arguement, but it's one of my biggest annoyances. Dont even get me started on people complaining about particle lag.....*grumble*
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
08-28-2006 07:41
This phisycs' point is for the pet script like this. If you could make a non-physics pet, it would be better.

[EDIT]Aha, it might be easy. Just use llSetPos(AvatarPosVector) by sec. :)
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