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ugh... objects that have particles coming from them with no particle script in them

Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
07-05-2004 14:06
Huh?

I have a huge 80x80 box up in the sky, made up of a total of 48 10x10 squares... these squares once held particle scripts to give ambiance to the room, but it cut down on performance, so I removed the particle code.

The particles remained, and I can't get rid of them...

Is there any way to stop the particles from emitting, short of deleting the entire thing and recreating it?
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
07-05-2004 14:13
Ah, particles are one of the few things that are persistant object properties (like texture animation). You need to make a script that calls llParticleSystem with an empty list as the parameter. That tells the particle system to shut off completely.

CODE

default {
state_entry() {
llParticleSystem([]);
}
}

==Chris
Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
07-05-2004 14:14
put in this script:
CODE

default
{
state_entry
{
llParticleSystem([]);
}
}

Particles are a property of the object, not the script, so if you start a particle system, then remove to script, the particles remain.
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
07-05-2004 14:17
Damn my human legs!
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
07-05-2004 15:44
Thanks guys! Ugh... I think it would almost be quicker to create the objects from scratch, then unlink them all and put that script in each one, then remove the script from each and then relink them.
Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
07-05-2004 17:46
You do have to put the script in each one, but you don't have to unlink them. You can use the "Select Individual" tool in the edit window to edit one object in a linkset.
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
07-05-2004 18:12
I found out by mistake that I could just drag and drop the script from my inventory to each piece!! Saved me a ton of time!
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
07-05-2004 22:01
Or select the object, and shift-drag one of the arrow keys, then hit delete.

This will drag the original (with the particles) and leave a copy (without particles) in its place. Then just delete this moved original.

I'll do this for many situations where an object isn't behaving right.
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