particle script question
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Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
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08-11-2007 22:41
is there a way to make a particle script part of a typing ao where when you type u see the particles but when you stop typing the particles go away?
thx
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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08-12-2007 00:44
yes
just add in the particle efx in the same area that starts the typing animation, and or the little keyboard popup
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Katryna Jie
Registered User
Join date: 24 Jun 2007
Posts: 187
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08-12-2007 01:36
Oooh ooh!! I want to know how to do this too... what are the commands to sense start and end typing??
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Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
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08-12-2007 01:49
From: Katryna Jie Oooh ooh!! I want to know how to do this too... what are the commands to sense start and end typing?? I think it's probably just a detection of the animation. Maybe an animation override would do the trick?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-12-2007 07:11
Right... look inside any of the freebie "keyboard" scripts.
(Oh, but if the script doesn't compare the results of llGetAgentInfo with AGENT_TYPING, throw that one away and delete it from inventory and tell all your friends to do the same. Then, repeat with another freebie "keyboard" script till you find one that isn't an unintentional sim-lag-griefing tool.)
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Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
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08-12-2007 18:07
From: Osgeld Barmy yes
just add in the particle efx in the same area that starts the typing animation, and or the little keyboard popup could you explain? I mean will it work if I were to put the script in the same prim as the one that the typing AO is in? or do I have to put in another script and link it to the one that the typing AO is in?
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Katryna Jie
Registered User
Join date: 24 Jun 2007
Posts: 187
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08-12-2007 18:13
hmmm. but I don't want it to be an AO... I want it in a prim which will react when the owner is typing... and owner only
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-12-2007 18:45
From: Katryna Jie hmmm. but I don't want it to be an AO... I want it in a prim which will react when the owner is typing... and owner only It needn't really be an AO... it doesn't have to push an animation or anything, it's just that typing AOs have similar logic (the check that llGetAgentInfo(llGetOwner()) & AGENT_TYPING is true), and an attachment seems like the right place whence to emit particles. Plus, an attachment will always be in the same sim with the avatar, which is necessary for llGetAgentInfo to work.
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Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
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08-12-2007 19:06
ok we are getting off the topic... I asked how to make it when you type with a typing AO a particle will show up, when you stop typing it goes away... someone said "just add in the particle efx in the same area that starts the typing animation, and or the little keyboard popup" now I'm asking what these means.. i'm a noob so someone needs to explain for me pz
thx
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-12-2007 19:56
Well, we'd start with some kinda typing script. In  there's a nicely annotated script that puts up a keyboard when the agent is typing. (A typing AO should look a lot like that, except it also has to get permission to animate the avatar, and then inside the timer() event handler, it will push an animation on that avatar under the same conditions as the keyboard is made visible.) So, looking at the above-cited Library sample, there's a timer() event handler, with a variable set to the value of llGetAgentInfo(llGetOwner()) & AGENT_TYPING. The script checks to see if that value has changed from the last time around, and if it has, it flips the transparency of the keyboard. Right there is where the particle effect would also be turned on or off. One could do that with a call directly to llParticleSystem, or with a call to any of the many wrapper functions intended to make llParticleSystem a little more palatable. For more about the magic of particles themselves, The Particle Lab in-world is always a good place to start.
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