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Douglas Callahan
Fresh Prince Of SL
Join date: 2 Jul 2004
Posts: 349
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04-27-2007 22:49
hi, I'm working on a particle system, and im trying to get an object to start creating the particles about a meter away from itself. I am using PSYS_SRC_BURST_RADIUS since its description on the wiki seemed to match up most with what I want to do. But no matter what I set the radius to be, nothing happens.
If it makes any difference, the object with the script in it is attached...
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Other than that, Mrs. Lincoln, how was the play?
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Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
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04-28-2007 05:33
Do you see OTHER particles?
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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04-28-2007 10:54
If it is attached as a HUD object, you won't see any particles.
Otherwise, you are probably using a pattern which ignores that rule, or your other rules are causing the emitter to either generate "invisible" or "hidden" particles.
Can you post the whole set of particle system rules here? Then we can advise more specifically as to what the problem might be.
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Douglas Callahan
Fresh Prince Of SL
Join date: 2 Jul 2004
Posts: 349
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04-28-2007 13:12
here is the code, and the attachment is not HUD. radius is at 20 now just because i wanted to see if anything would happen with a high value. I also don't understand why it isn't a vector, because it seems like if you wanted it to start emitting particles somewhere other than itself, you would give it a vector value. How does it know which direction to start emitting particles 20m away? key target = NULL_KEY;
//movement: float speed = 100; float rate = 0; //how long of delay in between particles, want zero integer burstCount = 10; float radius = 20;
//color vector color = <0, 1, 0>; //default is green
//size vector size = <.15, .15, 0>;
//lifespan float age = 1;
Particles() { integer flags; flags = flags | PSYS_PART_TARGET_POS_MASK | PSYS_PART_INTERP_SCALE_MASK; llParticleSystem([ PSYS_PART_FLAGS, flags, //activates flags (which control behavior) from above PSYS_SRC_TARGET_KEY, target, //makes the particles move to the target //movement stuff PSYS_SRC_BURST_SPEED_MIN, speed, //sets min speed for particles to move PSYS_SRC_BURST_SPEED_MAX, speed, //max speed PSYS_SRC_BURST_RATE, rate, //how long inbetween particle "bursts" PSYS_SRC_BURST_PART_COUNT, burstCount, //how many particles per burst PSYS_SRC_BURST_RADIUS, radius, //starting position, distance from emitter //color PSYS_PART_START_COLOR, color, //for now, starts and ends the same color PSYS_PART_END_COLOR, color, //size PSYS_PART_START_SCALE, size, //for now, starts and ends same size PSYS_PART_END_SCALE, size, //lifespan PSYS_PART_MAX_AGE, age //lifespan for the particles themselves, not the emitter ]); }
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Other than that, Mrs. Lincoln, how was the play?
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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04-28-2007 13:29
try adjusting your particle speed to 1. it looks like your particles are very small and moving extremely fast so that you really won't see them before they fly out of rendering range (100m/s is extremely fast)
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Douglas Callahan
Fresh Prince Of SL
Join date: 2 Jul 2004
Posts: 349
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04-28-2007 13:37
oh thats what the radius does, it tells it how far out to go? I thought it meant how far away from the object to appear and then start moving in its predefined path.
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Other than that, Mrs. Lincoln, how was the play?
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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04-28-2007 14:01
From: Douglas Callahan oh thats what the radius does, it tells it how far out to go? I thought it meant how far away from the object to appear and then start moving in its predefined path. erm... here lemme break it down Particle speed min: minimum speed the particle is spawned with (in m/s) particle speed max: maximum speed the particle is spawned with (in m/s) radius: distance away from center of the prim the particles are spawned at (in meters) particle start scale: starting size of a particle (only the x and y values are used. in meters) particle end scale: ending size of a particle (only the x and y values are used. in meters) Essentially you're spawning very small (.15x.15meter) particles moving at a very fast (100m/s) speed, very far away (20m). the particles are moving out of your rendering range before they are even drawn, so you don't see any particles (at least, that was the case when I dropped your script in game) Try using a speed of 1 and a small radius of about 2m, and slowly increase the numbers till you get the effect you want.
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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04-29-2007 08:32
I can see two problems right off the bat. First of all, you need to have a PSYS_SRC_PATTERN rule... that's very likely why you're not seeing any particles at all. Second, you've got your PSYS_SRC_BURST_RATE set to 0. It looks from the wiki like that's legit, but please, to avoid lagging everyone near you, choose a non-zero value for this. Even 0.01 would probably be better. Otherwise, you're hogging every available particle that people's clients can generate.
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