It did not have a stop/start touch built into it... I was able to put a "stop to it" but I can't figure out how to put a touch "start" into it.. I keep getting syntax errors, or it doesn't function no matter what I try.
ALSO - here is what I really want to do:
It takes about 5 of these spread out to cover the trees and shrubs I want.
I would like all of them to answer a turn on / shut off command via a single touch.
Could I create an object that when I attach it to the hub and touch it - it enables or disables any of these running on the same channel so to speak?
Understand I'm still learning so if it's really obivous, be kind! LOL
Heres the code thus far:
CODE
// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = TRUE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";
// Particle paramaters
float age = .5; // Life of each particle
float maxSpeed = 0; // Max speed each particle is spit out at
float minSpeed = 0; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor = <1,1,0>; // Start color of particles <R,G,B>
vector endColor = <1,1,0>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.3,.3,.3>; // Start size of particles
vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles
// System paramaters
float rate = 0.1; // How fast (rate) to emit particles
float radius = 3; // Radius to emit particles for BURST pattern
integer count = 2; // How many particles to emit per BURST
float outerAngle = 1.55; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <0,0,3>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
updateParticles()
{
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
//llParticleSystem([]);
}
touch_start(integer n) //this is where I stepped in
{
llParticleSystem([]); //I stop it here when touched.
//Only problem is, this is permanent!!
}
}
Thanks for any help you can offer!
I would settle for something simple that I can touch to start / stop each one as well. no problemo, but a way to drop as many of these around as you want, then shut them all on or off would be really cool!

Take care,
Hap