e.g.
target = llGetOwner();
updateParticles();
where in the script do the above lines go pease???
//Change the beginning variable values to adjust the particle effect. Advanced users can write more complex functions into the script to be run on particle use.
integer interpColor = TRUE;//If TRUE, particles fade from startColor to endColor
vector startColor = <1,1,1>;//Starting color
vector endColor;//Ending color
float startAlpha = 1.0;//Starting visibility, 1 is fully visible, less than 1 is faded, 0 is invisible
float endAlpha = 0;//Ending visibility
integer emissive= TRUE;//If TRUE, particles glow in the dark
integer interpScale = TRUE; //If TRUE, particles change size from startScale to endScale
vector startScale = <10,5,5>; //Begining size
vector endScale = <.1,10,.1>; //Ending size
integer followVelocity = TRUE; //If TRUE, particles will turn to face their rotations
string texture = ""; //Texture of the particles, "" will use the default texture
float particleAge = 30; //Lifetime of each particle in seconds
float sourceAge = 0; //Lifetime of the entire system. 0 is indefinate
float burstRate = .01; //Time, in seconds, to release each wave of particles. 0 is fastest possible
integer burstCount = 20; //Number of particles to include in each wave
float burstRadius = 0; //Distance from the source to emit particles
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; //Pattern at which to emit particles, options are PSYS_SRC_PATTERN_ANGLE,PSYS_SRC_PATTERN_ANGLE_CONE,PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY,PSYS_SRC_PATTERN_DROP,PSYS_SRC_PATTERN_EXPLODE
float angleBegin = 0; //Specifies where not to create particles, dependent on pattern. 0-PI
float angleEnd = .2; //Specifies where to create the particles for each pattern, 0-PI
vector omega = <0,0,0>; //Specifies the rate at which the source rotates
float speedMin = 15; //Specifies the lower bound on particle speed
float speedMax = 20; //Specifies the upper bound on particle speed
integer windMask = FALSE; //If TRUE, particles will be influenced by SL's wind
integer bounceMask = FALSE; //If TRUE, particles will bounce off an invisible floor set at the source's z position
integer followSource = FALSE; //If TRUE, particles will follow the source if moved. Nullifies burstRadius
vector acceleration = <0,0,-1>; //Sets an acceleration on each particle
vector offset = <0,0,-0.5>; //Offset from targets center for source to follow
Effect()
{
endColor = (<
integer)llFrand(3)/2,(integer)llFrand(3)/2,(integer)llFrand(3)/2>
;key target;
integer Flags;
list effect;
if (interpColor) Flags = Flags|PSYS_PART_INTERP_COLOR_MASK;
if (interpScale) Flags = Flags|PSYS_PART_INTERP_SCALE_MASK;
if (windMask) Flags = Flags|PSYS_PART_WIND_MASK;
if (bounceMask) Flags = Flags|PSYS_PART_BOUNCE_MASK;
if (followSource) Flags = Flags|PSYS_PART_FOLLOW_SRC_MASK;
if (followVelocity) Flags = Flags|PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != ""
{ Flags = Flags|PSYS_PART_TARGET_POS_MASK;}if (emissive) Flags = Flags|PSYS_PART_EMISSIVE_MASK;
effect=[PSYS_SRC_TARGET_KEY,target,PSYS_PART_FLAGS,Flags,PSYS_SRC_PATTERN,pattern,PSYS_PART_START_COLOR,startColor,PSYS_PART_END_COLOR,endColor,PSYS_PART_START_ALPHA,startAlpha,PSYS_PART_END_ALPHA,endAlpha,PSYS_PART_START_SCALE,startScale,PSYS_PART_END_SCALE,endScale,PSYS_PART_MAX_AGE,particleAge,PSYS_SRC_ACCEL,acceleration,PSYS_SRC_TEXTURE,texture,PSYS_SRC_BURST_RATE,burstRate,PSYS_SRC_ANGLE_BEGIN,angleBegin,PSYS_SRC_ANGLE_END,angleEnd,PSYS_SRC_BURST_PART_COUNT,burstCount,PSYS_SRC_BURST_RADIUS,burstRadius,PSYS_SRC_BURST_SPEED_MIN,speedMin,PSYS_SRC_BURST_SPEED_MAX,speedMax,PSYS_SRC_MAX_AGE,sourceAge,PSYS_SRC_OMEGA,omega];
llParticleSystem(effect);
}
default
{
state_entry()
{
if (llGetObjectName() == "Particle Effects"
//This is simply to ensure that a lag spike doesnt cause this script to go live while inside FP{
llSetTimerEvent(5);
llMessageLinked(LINK_SET,0,"offset",(string)offset);
llSleep(.1);
Effect();
}
}
timer()
{
Effect();
}
}
that's what was throwing me.