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llParticleSystem([]) Woes

Intolerable Ginsburg
Registered User
Join date: 19 Jul 2006
Posts: 35
03-04-2007 13:13
I have an object where I send a linked message from one prim to another, and depending on the string, is supposed to turn on/off the particles in the receiving prim. Unfortunately, as with a previous project, this only works on a number of prims, but not all.

The flow is on touch in prim #1, a linked message is sent to prim #2, and conditions there determine the string sent to prim #3, the one I'm having trouble with. But this same code does work with another set of prims doing the same thing, on the other side of the object!

Here's the receive for the linked message. It makes it here, no problem, executes the llOwnerSay messages, but refuses to turn the particles off.

CODE

link_message(integer sender_num, integer num, string str, key id)
{
llOwnerSay(str);
if (str=="stop") {
llOwnerSay("particle's should go off");
llParticleSystem([]);
llOwnerSay("particle's should go off");
}


I had the same problem in another project, and the only solution I found was to make the offending prim the parent. But I found nothing about this needing to be the case under any circumstances in the wiki, and have 5 or 6 other prims in the object that have the same code and do work as expected.

Anyone have any idea what I am doing wrong? Any reason that link order would matter?
Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
03-04-2007 18:22
This *may* be the result of an apparent bug that has crept in rather recently. There has been some discussion of particles not turning off as expected (or even as they used to). See a way to deal with it in post #20 by Jopsy, here

/142/d7/161182/1.html#post1398547

See if that helps.

Baron
Intolerable Ginsburg
Registered User
Join date: 19 Jul 2006
Posts: 35
03-04-2007 18:33
From: Baron Hauptmann
This *may* be the result of an apparent bug that has crept in rather recently. There has been some discussion of particles not turning off as expected (or even as they used to). See a way to deal with it in post #20 by Jopsy, here

/142/d7/161182/1.html#post1398547/142/d7/161182/1.html#post1398547

See if that helps.

Baron


Thanks Baron! I actually was coming to post this information when I saw your post. Frustrated, I ended up at the Particle Lab Sandbox in-world and saw mention of the bug, and very much sounds like this is the deal.

Very much appreciate the pointer. This was driving me mad.