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Cherry Hainsworth
Registered User
Join date: 31 Jul 2006
Posts: 125
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04-30-2007 14:46
Please help!
I realise the info must be available somewhere, but I've been looking for hours and can't find it.
I want to make one of those effects where entering & walking around in water causes concentric rings to form around the object/avatar. I've made the texture (having assumed I'll need it!) but can't figure out to make it happen.
Should I be using a prim or a particle?
How will SL know where to put it? Found llDetectedPos, but am flummoxed as to how you apply the result.
Also - what about poisitioning? I haven't yet succeeded in making particles that appear on one plane, in one place, only. I tried pattern-drop with no velocity, but nothing appeared .... or, if using a prim, how do you make sure it always rezzes exactly on a level with the top of the water?
I'm really hoping someone can point me to the definitive tutorial on all of this: if not, maybe you'd be kind enough to help me out?
Thank you! Cherry
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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04-30-2007 14:54
I'm honestly not sure how the splashable water works, but my best guess is:
1--Scripted prim detects collision (collision_start on a vol detect prim probably) 2--Script acquires position of colliding object/avatar (not sure exactly how...llSensor would work I know...but there's gotta be a better way...I've just never even looked) 3--Rezz a prim in the location of the collider's position (llRezObject) 4--Emit particle or animated texture that looks like ripple (probably an animated texture)? (the rezzed object would have something like an anim_smooth script (it's in your library) in it with a semi-transparent ripple texture)
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--AeonVox--Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
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