Cypher Olsen
Registered User
Join date: 7 Aug 2004
Posts: 54
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10-22-2005 14:15
Is there a way to trigger a 'touch_start' from script?
I have a particle emitter cube that emits a particle effect when touched. I don't have mod rights on the particle/script, but I do on the object the script is on. I would instead like it to go off every X number of seconds.
Is there a script I could attach to this cube that would trigger it every 30 seconds or so?
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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10-23-2005 10:44
Unfortunately, there's no way to do this. Only an avatar can touch an object, objects cannot touch each other.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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hired hand
10-23-2005 10:57
you could always hire a noob to sit there and touch it for 50L a day??
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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10-23-2005 18:16
Just re-write a new particle script that operates on a timer. Particles really aren't all that challenging (though there are definitely some people out there that are quite good with 'em) once you get to know them.
Ama Omega's particle script is very helpful in teaching about particle use--and experimentation is...well...the best way to learn.
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Zalandria Zaius
Registered User
Join date: 17 Jan 2004
Posts: 277
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Particles
10-23-2005 19:19
Jopsy used to have a good particle tutorial space set up.. It was a big help trying to figure them out.. (I can't remember his last name but how many Jopsy's can there be, look for the one with particle stuff in his picks)
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Davan Camus
Registered User
Join date: 13 Sep 2005
Posts: 67
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10-23-2005 20:05
And a note to script writers/sellers --
As you are designing these cool things (like that particle cube), consider that some of your customers may want to repurpose it. So including both a touch-control as well as a chat- and/or link-control will make your product better!
And may help with testing too.
Maybe the original maker of your particle cube could be swayed to add that...
_____________________
Visit Cubes at Alice 100,18. -------------------------------------------------- Davan Camus, born: 2005 September 8 Out-world location: Santa Cruz, CA UI Proposal: http://davancamus.hexaflexagon.com/blog/?p=39
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Lit Noir
Arrant Knave
Join date: 3 Jan 2004
Posts: 260
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10-24-2005 09:25
I bought some similar scripts and wanted to do the same. One possible solution is the SetScriptState function and have a LinkMessage or a listen (triggered by whatever event you want) to either make the particle script active or inactive (the little "running" checkbox in the script window). In theory this might work, I'll try and test it tonight.
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Lit Noir
Arrant Knave
Join date: 3 Jan 2004
Posts: 260
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10-24-2005 18:19
Well I tried my theory, and it didn't work (at least with the emitters I bought). Don't have permission to turn the script on and off strangely. An alternate sloution, if the emitter you have is unlimited copies, is to rez the emitter on a timer, and then after a certain amount of time, have it Die (in a nother script in the emitter). This should work, but only use it if you are able to rez multiple copies.
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Cypher Olsen
Registered User
Join date: 7 Aug 2004
Posts: 54
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10-24-2005 19:02
Thanks for the replies everyone!
I like Blueman's suggestion best =)
I needed this quickly for a party I was throwing on saturday, so I didn't have time to learn how to recreate the particle script that I bought. But it's all over with and worked fine.
Thanks again.
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