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Timed die, not put back in inventory

Gene Jacobs
Who? Me?
Join date: 30 Jul 2004
Posts: 127
12-05-2004 05:46
I need help with a script...

When an object is rezzed... I would like it to die after so many seconds, and not go back into my inventory.


What would really rock, is if the object were to touch anything (person, object, tree, or ground), have it die with a poof effect and maybe a sound. But that might be too time consuming.... hehe (did i just issue a challenge?)


If anybody could help... i would greatly appreciate it

Gene
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
12-05-2004 06:56
CODE
pewf()
{
llParticleSystem([PSYS_PART_FLAGS, PSYS_PART_WIND_MASK |
PSYS_PART_EMISSIVE_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
PSYS_PART_START_COLOR, <1,0,0>]);
// Red particle explosion straight outa the Wiki
llSleep(0.2); // wait breifly, let some particles form.
llDie(); // Sepuku!
}

default
{
on_rez(integer num)
{
llSetTimerEvent(60); // in seconds, how long the object should live
}

timer()
{
pewf();
}

collision_start(integer num)
{
pewf();
}

land_collision_start(vector pos)
{
pewf();
}
}


I hope dis helps :)

BTW, I don't think linden trees generate collision events - they're phantoms.
_____________________
Gene Jacobs
Who? Me?
Join date: 30 Jul 2004
Posts: 127
Thanks much it worked great
12-05-2004 20:29
thank you so much it worked great... the only object that was returned to my inventory was one that got launched off of the world... oh well.... i guess i need to stop living on the edge

thanks again
Gene
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
12-05-2004 20:57
Sneak this into your on_rez() event:

CODE
llSetStatus( STATUS_DIE_AT_EDGE, TRUE ) ;


:D
_____________________
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