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Argh! *stabs ParticleSystem*

Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
01-10-2005 14:55
Ok. I'm at a loss to explain this one. Can someone help out?

I've got an object I'm rezzing for MAYBE a second before it dies again. It's made of four prims. When it rezzes, it goes through scale and alpha changes before dying.

In the center prim I placed a single particle system script with a lifetime of one second, and a rate of ten seconds.

I then removed the script. After all, particle systems are like alpha, texture, size, and SetText. They're prim-based data, not script based.

I then rezzed the object. The particles didn't fire.

Ok. Fine.

So I put the script (just the particle system in the state_entry) back in. Still nothing. So I reset the script on_rez.

You would think this would mean the particle system would fire once, and only once, in the time the object exists in world, because the lifetime is significantly smaller than the rate. But it doesn't. It fires anywhere from two to four times every time it rezzes.

Why?
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
01-10-2005 17:04
Sounds like fireworks to me. Anyway, I can't test now since I'm at work but, if you llSetText() over a prim, delete the script, drag the prim into another object and have it rezzed by that object.... does it retain the hover text?

I think you need to include the full particle system in the script with a trigger in the on_rez event. Otherwise, once it fires and plays out for one second, it would never fire again? It probably fired when you saved the script to the prim. When you put that prim into the rezzer object, the script state was saved... meaning the particle system had spent it's one second already. Calling an empty particlesystem inside state-entry wouldn't help either because it probably doesn't retain the list of particle variables.
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
01-10-2005 18:31
From: DoteDote Edison
Sounds like fireworks to me.


Ok. Yeah. Lets call 'em fireworks. Same concept, really.

From: someone
Anyway, I can't test now since I'm at work but, if you llSetText() over a prim, delete the script, drag the prim into another object and have it rezzed by that object.... does it retain the hover text?


Yes.

From: someone
I think you need to include the full particle system in the script with a trigger in the on_rez event.


It fires multiple times then.
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
01-10-2005 18:36
If it fires multiple times, then try putting in something like:

functionToStartParticles() //people do it differently
llSleep(0.5);
llParticleSystem([]); //an empty call that should stop it no matter what.
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
01-11-2005 08:40
What the hell? I coulda sworn I tried that... but it works. o.O

Maybe I tried it without the llSleep and it only fired half the time. Hrm. Dunno. Thanks though.
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Samhain Broom
Registered User
Join date: 1 Aug 2004
Posts: 298
01-11-2005 12:31
If I'm not mistaken, any time you put al llSetText() on a prim, it will stay there till you do the same command with null value for the text to be set for that prim. (So says the Wiki)

Yep Wiki on llSetText()
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
01-11-2005 15:10
yep
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
01-11-2005 15:22
Unless you delete the script and drag copy it.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
01-11-2005 15:38
in witch case the copy lacks the floating text. Not the orginal ^.-