Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Strange particle effect problem help any1 pls

Axelle Meng
Registered User
Join date: 7 Aug 2006
Posts: 4
04-23-2007 18:34
Hi folks,

i'm at a loss here ....
ive used a free script i got at the particlelab, named "JP Sample Beam Script"
this script creates a vertical beam,
now ive tried to make the same beam but horizontal,
this works fine until i copy it and paste this into another script inside another prim,
this is where the oddnes and problem starts....

when i run that script i get a vertical beam again, ive checked the script and everything was ok but the effect was not, while the original script was also stil running this showed me a horizontal beam.

Ive checked both script 10 times and i found no difference at all they are exactly the same
so i turned to a scripting group and asked them abouth this, got the advise to tp to another sim, what i did and there duplicated the same script, again the same problem, vertical instead of horizontal,
so i returned to my place again where the 2 scripts where stil running...
now the original and the copy became vetical beams !?

My first guess was that this is a BUGG in SL but ....
Today i tried the same script again ( horizontal beam ) again it worked, i tp'd out and back and now the beam stay'd horizontal !! ??

Now i'm totaly lost, so i have paste the 2 scripts below for you folks to check this out,
and if anyone could let me know if it is possible to create a horizontal beam inside SL
please let me know, ive been working on this problem for over a week now :-(

//Vertical Beam script

default {
state_entry() {
llParticleSystem([
PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0),
PSYS_PART_START_SCALE, <.0,1.0, 0>, PSYS_PART_END_SCALE, <.1,4.0, 0>,
PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,0,0>,
PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0,

PSYS_SRC_BURST_PART_COUNT, 5,
PSYS_SRC_BURST_RATE, 0.1,
PSYS_PART_MAX_AGE, 2.0,
PSYS_SRC_MAX_AGE, 0.0,

PSYS_SRC_PATTERN, 4, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,0.0>,

// PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 3.0,

PSYS_SRC_ANGLE_BEGIN, 0*DEG_TO_RAD, PSYS_SRC_ANGLE_END, 0*DEG_TO_RAD,
PSYS_SRC_OMEGA, <0,0,0>,

// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
| PSYS_PART_FOLLOW_VELOCITY_MASK
// | PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
) ] );
}
}

//Horizontal beam script

default {
state_entry() {
llParticleSystem([
PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0),
PSYS_PART_START_SCALE, <.0,1.0, 0>, PSYS_PART_END_SCALE, <.1,4.0, 0>,
PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,0,0>,
PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0,

PSYS_SRC_BURST_PART_COUNT, 5,
PSYS_SRC_BURST_RATE, 0.1,
PSYS_PART_MAX_AGE, 2.0,
PSYS_SRC_MAX_AGE, 0.0,

PSYS_SRC_PATTERN, 4, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,0.0>,

// PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 3.0,

PSYS_SRC_ANGLE_BEGIN, 90*DEG_TO_RAD, PSYS_SRC_ANGLE_END, 90*DEG_TO_RAD,
PSYS_SRC_OMEGA, <0,0,0>,

// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
| PSYS_PART_FOLLOW_VELOCITY_MASK
// | PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
) ] );
}
}

The only changes are this =

PSYS_SRC_ANGLE_BEGIN, 90*DEG_TO_RAD, PSYS_SRC_ANGLE_END, 90*DEG_TO_RAD,

thanks for any help

Axelle :)
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
04-23-2007 19:21
Have you tried rotating the prim with the original angle settings? :D

Some prims, like sphere, torus, ring, and tube get rezzed turned 90 degrees sideways. I dunno why... someone thought that was better when they designed the create prim tools.

Your modifications should have the effect of a beam emerging from the prim horizontally... but in opposite directions, instead of one direction. Definitely return to the particle lab and examine the exhibits that demonstrate angles to get a better feel for what's going on. :D

You might want to make sure you don't have another script on your prim setting different particle patterns as well. :)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Axelle Meng
Registered User
Join date: 7 Aug 2006
Posts: 4
Hi Jopsy
04-23-2007 19:31
Thanks for the reply :)

wel i did what you sayd and miracle it works fine and keeps working perfect :)
* Happy me * hihihi

it was infact the script where i paste the horizontal beam script inside , there are different particles setting in there, like the Spiral script from the same origine.

i was infact trying to make a big script of all different particle effects by using
doParticles1() ........ doParticles2() .... ect ....

but i guess this wasnt a good idea :/

Thanks again for the help here :)

Axelle