Halting particles in a prim?
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Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
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02-01-2007 09:40
Howdy!
I made a mistake, and placed particles in a prim where they were not wanted. Is there a method (say, a script that shuts this prim feature off) that I can useinstead of rebuilding it from scratch?
Mari
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  "There's nothing objectionable nor illegal in having a child-like avatar in itself and we must assume innocence until proof of the contrary." - Lewis PR Linden "If you find children offensive, you're gonna have trouble in this world  " - Prospero Linden
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Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
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02-01-2007 10:42
from the wiki on llParticleSystem, simply call the function without any arguments. For simplicity sake, put the following script in a prim, then remove it when the particles are gone. default { state_entry() { llParticleSystem([]); } }
Baron H.
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Gaius Goodliffe
Dreamsmith
Join date: 15 Jan 2006
Posts: 116
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02-01-2007 12:35
Oddly enough, although I've seen no effect on older things I have around, in the past week or two on newly created items, I've had llParticleSystem([]) fail to turn off particles. When this happens, the only way to turn them off seems to be something along the lines of llParticleSystem([PSYS_SRC_BURST_COUNT, 0]) or something like that. Note it doesn't happen consistently. Sometimes, llParticleSystem([]) will work just fine to shut things down. Has anyone else seen this?
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
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02-01-2007 14:42
I've seen the same thing too. calling llParticleSystem with no parameters, does not seem to be working on new scripts. Maybe something in the compile isn't working right, as I've also noticed older products work correctly.
-Atashi
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Zebra North
Broadly Offensive
Join date: 7 May 2006
Posts: 48
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02-02-2007 10:05
I've been having problems with llParticleSystem([]) not stopping the particles, too. As well as running into it today, I also had it happen many months ago.
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Robin Peel
Registered User
Join date: 8 Feb 2005
Posts: 163
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02-02-2007 13:59
A few upgrades ago I ran into this problem. It seems to be intermittent. But when it happens I make a duplicate of the object using the shift drag. The duplicate works perfect from then on. I got this from another thread. Don't remember which one. It works, who knows why?
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talia Stanwell
Registered User
Join date: 12 May 2006
Posts: 8
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02-02-2007 14:25
yes, copy the prim and then reset the scripts in the selection of the new prim. Should remove it
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Marianne McCann
Feted Inner Child
Join date: 23 Feb 2006
Posts: 7,145
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02-05-2007 07:12
From: Baron Hauptmann from the wiki on llParticleSystem, simply call the function without any arguments. For simplicity sake, put the following script in a prim, then remove it when the particles are gone. default { state_entry() { llParticleSystem([]); } }
Baron H. This time, the above script worked perfect! Thankoo! Mari
_____________________
  "There's nothing objectionable nor illegal in having a child-like avatar in itself and we must assume innocence until proof of the contrary." - Lewis PR Linden "If you find children offensive, you're gonna have trouble in this world  " - Prospero Linden
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Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
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02-05-2007 10:35
yw. I also had some intermittent problems with it on a project I had done. Copies did not seem to help, but when I unlinked everything, then relinked it . . . it worked fine!
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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02-05-2007 11:29
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