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Jexx Rayner
Registered User
Join date: 30 Jun 2006
Posts: 16
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03-03-2007 10:06
Hey folks!
I have a single prim object which is a flat surface (eg a wall), and I have it scriped to create a particle effect when it is touched. Is there a way to use the point where the surface was touched (collision) to dicate where the particle effect will appear, for example how might I tweak the particleeffect to only appear where the surface was touched?
Thanks, Jexx
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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03-03-2007 10:15
Two problems:
1) You can't detect where a prim was touched (well, supposedly there is a way using physics and grab, but it's not pretty, and the object has to be physical (ie, movable) and grabable).
2) You can't change the position of the particle emitter with respect to the prim it is contained within; it is always at the geometric center of the prim. (However, you CAN put it in another prim which you can move around to emulate that effect).
It is remotely possible to achieve a similar effect to what you are describing, but it is far from trivial.
Edit: *swats at the typo fairy with his keyboard*
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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Lunar Eclipse Tonight
03-03-2007 12:27
You could create a lot of small invisible copies, and plaster them on the visible wall. When the wall is touched, it would actually touch one of these small invisibles, and that one would do whatever.
Possibly, you could make these small invisible objects temp-on-rez so they wouldn't cost too much.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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03-03-2007 14:32
Are you after llDetectedPos? You could have a separate emitter and move it to the point closest to the returned value. EDIT: Should note that for a touch() event it returns the position of the agent touching the object, not the position on the object where it was touched. If you're after the point of collision, like it seems, then this will give a rough position of where it happens (more accurate for smaller objects since it returns the object's centre).
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Jexx Rayner
Registered User
Join date: 30 Jun 2006
Posts: 16
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03-03-2007 17:56
Thanks for the replies, think I can make something work based on your suggestions!
The use of llDetectedPos gives me some ideas which I want to explore, for example is it possible to create a particle effect that will spawn from the object out towards a known position (ie could I have one of the wall's invisible segments create a parrticle that heads to the position of the toucher avatar? )
Thanks alot for your help!
-Jexx
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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03-03-2007 18:29
Since particle targets use keys, doing something like that using the detected position would require rezzing a target object at the avatar's position. It would be easier to use llDetectedKey.
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