Activate particles on flight, deactivate on land
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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08-20-2004 18:50
Is this possible? Basically, a light particle trail on one of my attachments, I'd like it to automatically turn on when I enter fly mode, and disable again when I land. Right now I've got to use two seperate attachments, one with the particles on, one without, and manually switch them when I switch to fly... which is really ugly. Hee. Is there a quick script to either turn on/off particles, or swap attachments in a position when switching from walking to flying and vice versa?  Thanks in advance for... well... anything.  -Psyra-
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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08-20-2004 19:34
Well, maybe it's a bit unwieldly and someone here can suggest a better method, but I usually have a timer firing every two seconds or so, checking againt ( llGetAgentInfo( llGetOwner() ) & AGENT_FLYING ) If it's true, then call your happy llParticleSystem() thingie. If it's not true, then call llParticleSystem([]); I imagine instead of using a timer one could probably use land_collision_end() or some crazy thing like that, I dunno. I'm not exactly an efficient coder. ^^
particlesystemfunction() { // Your cute particle system code goes here as a function! }
default { state_entry() { llSetTimerEvent( 2 ) ; }
timer() { if( llGetAgentInfo( llGetOwner() ) & AGENT_FLYING ) { particlesystemfunction() ; }
else { llParticleSystem( [] ) ; } } }
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- Making everyone's day just a little more surreal -
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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Eeeeeee. 
08-20-2004 19:59
Ahhhh, yeah, it was a challenge to incorporate it, but it worked! MANY THANKS! 
_____________________
E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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08-20-2004 22:14
Most welcome! Hehe, it's more or less what I used on my daemoney wings-things. 
_____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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Wraith Jensen
I can walk thru walls....
Join date: 8 Aug 2004
Posts: 130
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08-20-2004 22:33
I use the same thing on my jetpack. It "unfolds" the wings (turns the alpha up from 0) and turns on the particles on the thrusters all at once.
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Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
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08-21-2004 08:22
So the way Cross posted will work, but it will send a lot of unnecessary data to your client (and everyone nearby) every 2 seconds. This one would be better: integer isFlying = FALSE;
particlesystemfunction() { // Your cute particle system code goes here as a function! }
default { state_entry() { llSetTimerEvent( 2 ) ; }
timer() { if( (llGetAgentInfo( llGetOwner() ) & AGENT_FLYING) && !isFlying ) { particlesystemfunction() ; isFlying = TRUE; }
else if( !(llGetAgentInfo( llGetOwner() ) & AGENT_FLYING) && isFlying ) { llParticleSystem( [] ) ; isFlying = FALSE; } } } Why? Because everytime you call the llParticleSystem(...) it sends all that information to everyone nearby, however the particle system is designed to keep goign with only 1 call. This way the system is called only when you change modes - when you start or stop flying.
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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See??
08-21-2004 13:16
I told you somoene smarter'n me would come along. ^^
_____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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Tessa Tyne
Registered User
Join date: 10 Jun 2005
Posts: 1
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08-05-2005 15:10
Well i just found this and chopped it apart and cramed it into my fun new jet pack.... man you guys are good!!!
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