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Poofer Script Quirk on HUD

Serenity Galli
Registered User
Join date: 25 Dec 2007
Posts: 15
03-12-2008 05:11
OK, I am having some strange symptoms maybe one of you can help me answer. I have written a poofer script that is in the root of a HUD object. When on the ground the HUD button to communicate to poofer script works perfectly. The HUD device on the ground starts poofing. However, when I attach the object to me as a HUD device is no longer poofs even though communications still work.

I have tried building a second object and attaching it to my avatar and that works, but I would rather simply use the HUD as my object.

Any ideas as to why the particle system does not work when I have it attached to me as a HUD?
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
03-12-2008 05:24
Objects attached to your HUD are private; their prims are never sent to others' clients for rendering or anything else.

A particle system is property of a prim, when a client receives a prim for rendering, it then knows of the particle system.

So since your HUD prims are never sent to anyone, they'll never see the particles either.
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Serenity Galli
Registered User
Join date: 25 Dec 2007
Posts: 15
Thanks for that clarification
03-12-2008 07:01
It has helped me to understand why, but the odd thing is that I created a seperate object and attached it to my HUD. My main HUD object communicated to it through chat channels for turning it on and off. The surprising thing was that I am sure it worked and I could pan around and see the particles around me.

Maybe I was mistaken... But it looks like I will have to attach a poofer object to by avatar and send signals to it from the HUD.

Thanks again!
Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
03-12-2008 07:27
You will see the particles because the HUD is sent to your client for render. No-one else will be able to see them because the HUD is not sent to their client for render.
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