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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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12-24-2008 11:21
There are two ways around this. This first to to remove the llResetScript from the on_rez event. That way it will only ask you the first time you create the object and will not ask anymore for the copies you make. The second is to put the parts into one of the prims and put a die script into the parts. You then have the prim rez the exploding parts. Not the same effect as the first solution but may be used if the object is small and not noticeable. Below is a copy of the break script that I found in a target dummy that might be useful to you. float health = 100; // Particle Script 0.3 // Created by Ama Omega // 10-10-2003
// Mask Flags - set to TRUE to enable integer glow = FALSE; // Make the particles glow integer bounce = FALSE; // Make particles bounce on Z plan of object integer interpColor = TRUE; // Go from start to end color integer interpSize = TRUE; // Go from start to end size integer wind = TRUE; // Particles effected by wind integer followSource = FALSE; // Particles follow the source integer followVel = TRUE; // Particles turn to velocity direction
// Choose a pattern from the following: // PSYS_SRC_PATTERN_EXPLODE // PSYS_SRC_PATTERN_DROP // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY // PSYS_SRC_PATTERN_ANGLE_CONE // PSYS_SRC_PATTERN_ANGLE integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards // "" for no target, "owner" will follow object owner // and "self" will target this object // or put the key of an object for particles to go to key target = "";
// Particle paramaters float age = 1; // Life of each particle float maxSpeed = 10; // Max speed each particle is spit out at float minSpeed = 2; // Min speed each particle is spit out at string texture; // Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 1; // End alpha (transparency) value vector startColor = <.5,0,0>; // Start color of particles <R,G,B> vector endColor = <.3,0,0>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <4,4,4>; // Start size of particles vector endSize = <.035,.035,.035>; // End size of particles (if interpSize == TRUE) vector push = <0.0,0.0,-5>; // Force pushed on particles
// System paramaters float rate = .1; // How fast (rate) to emit particles float radius = .5; // Radius to emit particles for BURST pattern integer count = 30; // How many particles to emit per BURST float outerAngle = 7.0; // Outer angle for all ANGLE patterns float innerAngle = 2.5; // Inner angle for all ANGLE patterns vector omega = <14,14,14>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles
// Script variables integer flags;
updateParticles() { flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind) flags = flags | PSYS_PART_WIND_MASK; if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, PSYS_PART_START_SCALE,startSize, PSYS_PART_END_SCALE,endSize, PSYS_SRC_PATTERN, pattern, PSYS_SRC_BURST_RATE,rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,radius, PSYS_SRC_BURST_SPEED_MIN,minSpeed, PSYS_SRC_BURST_SPEED_MAX,maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } default { state_entry() { llParticleSystem([]); llSetTimerEvent(1); llSetStatus(STATUS_DIE_AT_EDGE,TRUE); } timer() { llSetText((string)((integer)health) + " Health",<1,1,1>,1); } collision_start(integer times) { age = .5; life = .2; startSize = <.1,.1,.1>; updateParticles(); integer randSound = (integer)llFrand(2.99); if(randSound == 0) { llTriggerSound("righthand", 1); } if(randSound == 1) { llTriggerSound("lefthand", 1); } if(randSound == 2) { llTriggerSound("kick", 1); } float damage = llVecMag(llDetectedVel(0))+llVecMag(llGetVel()); health = health - damage; if(health<=0) { age = 1; life = 5; startSize = <4,4,4>; llTriggerSound("swordhit", 1); updateParticles(); llSetAlpha(1,ALL_SIDES); llRezObject("Bone Chip",llGetPos() + <.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <-.5,.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Heart",llGetPos() + <-.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Liver, Kidney",llGetPos() + <0,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <-.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Stomach",llGetPos() + <-.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Large Intestines",llGetPos() + <.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <-.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <0,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,0>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llDie(); } } land_collision_start(vector where) { age = .5; life = .2; startSize = <.1,.1,.1>; updateParticles(); integer randSound = (integer)llFrand(2.99); if(randSound == 0) { llTriggerSound("righthand", 1); } if(randSound == 1) { llTriggerSound("lefthand", 1); } if(randSound == 2) { llTriggerSound("kick", 1); } float damage = llVecMag(llGetVel()); health = health - damage; if(health<=0) { age = 1; life = 5; startSize = <4,4,4>; llTriggerSound("swordhit", 1); updateParticles(); llSetAlpha(1,ALL_SIDES); llRezObject("Bone Chip",llGetPos() + <.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <-.5,.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Heart",llGetPos() + <-.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Liver, Kidney",llGetPos() + <0,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <-.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Stomach",llGetPos() + <-.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Large Intestines",llGetPos() + <.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <-.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <0,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,0>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llDie(); } } }
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