I've found some temp rezzers that allow me to rez ONE copy of the prim, but nothing that allows for multiple copies. If anyone knows of such a script available, please let me know.
Thank you for your time.

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Need Temp Prim Rezzer That Makes Multiple Prims |
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Tiea Aeon
Registered User
Join date: 17 Nov 2007
Posts: 32
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05-27-2008 01:41
I need a script for a temp prim rezzer that will make multiple prims. In that I mean, I've got some grass. I want to have it rez when someone is near, but as a temp, so that it disappears when they go away, and also disappears as they are there. I've seen grass and plants done like this, but you have to buy their plants. I've designed a certain plant that I want to be able to use, and don't want to have to stick a million of them up at a time, but rather be able to have them only rez when someone comes close.
I've found some temp rezzers that allow me to rez ONE copy of the prim, but nothing that allows for multiple copies. If anyone knows of such a script available, please let me know. Thank you for your time. ![]() |
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Dora Gustafson
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Join date: 13 Mar 2007
Posts: 779
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05-27-2008 01:57
I'v seen particle emitters for almost the same purpose, did you consider that?
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Tiea Aeon
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Join date: 17 Nov 2007
Posts: 32
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unsure they'd work
05-27-2008 03:21
I hadn't. Thanks for thinking of it. But from the particle emitters that I've worked with, they seem to go in random, or at least not as level as I'd need it.
I've seen these done before, you could even put down how many you wanted to show and at what diameter. But they were with already made things, not just the scripting. And I've found the temp rezzers that will let you have one item at a time. I just haven't found within that scripting where to put more then one copy of that item. I'm not even looking for something so complicated that it has to be able to be set at certain distances, it's just that I need to be able to get a general area of grass for the field. Will check with the other emitters I have though, see if something there might work. Thanks. |
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Pale Spectre
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Join date: 2 Sep 2005
Posts: 586
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05-27-2008 10:31
Something worth looking at is Field of Dreams by Jimmy Thomson:
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Tiea Aeon
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Join date: 17 Nov 2007
Posts: 32
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Thank you
![]() 06-06-2008 02:35
Thanks, will try this. It sounds like it's just what I need!
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Tiea Aeon
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Join date: 17 Nov 2007
Posts: 32
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Not quite what I needed - Need PARTICLE EMITER code for RANDOM06-12-2008 02:32
Well it's close to what I need. But not quite. I did find out it has to be a particle emitter. But...In that it would work, if it was a stand alone script. First it took me FOREVER to find it since they don't list it there anymore, and I had to look for old friends of the guy who made it because he is no longer around. Luckily I was able to track down a person that still gives away a free copy. I tried it and it does what I need, but you have to have a control prim. So you can't just have the one prim out there, but you need at least two, though he has it set up for 4. So I went to the Particle Lab, and looked at his templates. I love going there anyway, and now he's got new templates, so I hoped to find what I needed. I found one that was almost it. It does a spiral from the middle, on a flat plane, thus letting the vegetation be on one level. The only problem... it bursts from the middle and heads out till the particle dies. What I need is a code, or scripting, or whatever, that will have the particles appear at random intervals and stay there for a set amount of time. Not moving, just sitting there, but in an area around the main prim. I have yet to find a control/code that is for 'random' appearings. You can have it go still from the base, or from a distance away, but nothing that will go random anywhere within that distance. If anyone has any ideas, please, I could use the help. I've been trying and trying, but nothing. ![]() |
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Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
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06-12-2008 03:11
I suspect that the parameter that you'll need to randomize will be PSYS_SRC_BURST_RADIUS, but it is hard to say for sure without seeing the script that you are working with
I suspect you'll need to do something like this... CODE
See wiki page for llFrand: http://wiki.secondlife.com/wiki/LlFrand _____________________
http://wiki.secondlife.com/wiki/User:debbie_Trilling
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Pale Spectre
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Join date: 2 Sep 2005
Posts: 586
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06-12-2008 12:39
In that it would work, if it was a stand alone script. First it took me FOREVER to find it since they don't list it there anymore, and I had to look for old friends of the guy who made it because he is no longer around. Luckily I was able to track down a person that still gives away a free copy. I tried it and it does what I need, but you have to have a control prim. So you can't just have the one prim out there, but you need at least two, though he has it set up for 4. Just stick it in a cube (raise it above the ground a little) and away you go. ![]() CODE
Again, I would direct anyone who's interested in a fuller discussion about this script and its use, to this thread: I am not the creator of the original Field of Dreams script(s). ![]() |
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Tiea Aeon
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Join date: 17 Nov 2007
Posts: 32
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Almost! But I think this is the code I am looking for...
06-13-2008 03:34
I suspect that the parameter that you'll need to randomize will be PSYS_SRC_BURST_RADIUS, but it is hard to say for sure without seeing the script that you are working with I suspect you'll need to do something like this... I tried to figure out where to put the added things, but when I thought I had them in the right spots, it came up error. So something isn't right. Could you maybe see where I should put it...?... Yes, I'm REALLY green at scripting. I build mostly but am trying. I really appreciate everyones help. This is the script I'm using....: //** The original 'free' version of this script came from THE PARTICLE LABORATORY. **// string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS. integer AUTO_START = FALSE; // Optionally FALSE only if using CONTROLLERS. list particle_parameters=[]; // stores your custom particle effect, defined below. list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts. default { state_entry() { particle_parameters = [ // start of particle settings // Texture Parameters: PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), PSYS_PART_START_SCALE, <1.0, 1.0, FALSE>, PSYS_PART_END_SCALE, <1.0, 1.0, FALSE>, PSYS_PART_START_COLOR, <1.00,1.00,1.00>, PSYS_PART_END_COLOR, <1.00,1.00,1.00>, PSYS_PART_START_ALPHA, (float) 1.0, PSYS_PART_END_ALPHA, (float) 1.0, // Production Parameters: PSYS_SRC_BURST_PART_COUNT, (integer) 2, PSYS_SRC_BURST_RATE, (float) 0.1, PSYS_PART_MAX_AGE, (float) 15.0, // PSYS_SRC_MAX_AGE, (float) 0.00, // Placement Parameters: PSYS_SRC_PATTERN, (integer) 8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=CONE, // Placement Parameters (for any non-DROP pattern): PSYS_SRC_BURST_SPEED_MIN, (float) 00.10, PSYS_SRC_BURST_SPEED_MAX, (float) 00.10, PSYS_SRC_BURST_RADIUS, (float) 0.5, // Placement Parameters (only for ANGLE & CONE patterns): PSYS_SRC_ANGLE_BEGIN, (float) 0.50 * PI, PSYS_SRC_ANGLE_END, (float) 0.50 * PI, PSYS_SRC_OMEGA, <00.00, 00.00, 00.00>, // After-Effect & Influence Parameters: PSYS_SRC_ACCEL, < 00.00, 00.00, 00.00>, // PSYS_SRC_TARGET_KEY, (key) llGetLinkKey(llGetLinkNum() + 1), PSYS_PART_FLAGS, (integer) ( 0 // Texture Options: | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK // | PSYS_PART_FOLLOW_VELOCITY_MASK // After-effect & Influence Options: // | PSYS_PART_WIND_MASK // | PSYS_PART_BOUNCE_MASK // | PSYS_PART_FOLLOW_SRC_MASK // | PSYS_PART_TARGET_POS_MASK // | PSYS_PART_TARGET_LINEAR_MASK ) //end of particle settings ]; if ( AUTO_START ) llParticleSystem( particle_parameters ); } link_message( integer sibling, integer num, string mesg, key target_key ) { if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out. return; } else if ( num == 0 ) { // Message says to turn particles OFF: llParticleSystem( [ ] ); } else if ( num == 1 ) { // Message says to turn particles ON: llParticleSystem( particle_parameters + target_parameters ); } else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target: target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ]; llParticleSystem( particle_parameters + target_parameters ); } else { // bad instruction number // do nothing. } } } |
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Tiea Aeon
Registered User
Join date: 17 Nov 2007
Posts: 32
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I messed up the script when I tried to make it flat....
06-13-2008 03:39
I'm not completely clear if you're talking about the Field of Dreams script but here's a basic example. Just stick it in a cube (raise it above the ground a little) and away you go. ...............Again, I would direct anyone who's interested in a fuller discussion about this script and its use, to this thread: I am not the creator of the original Field of Dreams script(s). ![]() Thanks for trying, but when I put the scripting in, it made a circle going up and down around my head. It is close, as it has the particles going at the random bit, but they don't lay flat. So I tried to insert the commands for it to lay down, but then it got all messed up and wouldn't save. I've tried the Field of Dreams, but you have to have a control panel to make it work, it is not stand alone. You rez first the control panel, then the set of balls. You can have more or less, I think up to 5, but the control panel tells them which images to include. You can't just rez the ball and be done with it, you have to have the panel. Maybe I'm missing something on the other forum post you directed me to, but I couldn't find where it showed how to use it as a stand alone, and it's from 2004 so people may read, but so far I haven't seen any new posts. Thanks for trying. I do appreciate it. |
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Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
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06-13-2008 04:12
made a circle going up and down around my head. It is close, as it has the particles going at the random bit, but they don't lay flat. Try setting the rotation on the y-axis to 90 degrees Could you maybe see where I should put it...? This is a tidied-up version of the code you posted, and made with a random radius which fires every half second. Adjust the MinDistance and MaxDistance values to suit. This particle call assumes that the texture that you wish to use is the first texture to be found within the prim's 'Contents' CODE
I am not in-world at the mo to give this a trial run thro', but hopefully it is there or thereabouts and should give you near to what you are looking for. Remember to rotate the prim to get the particles emitting on the plane that you want them to ! ![]() _____________________
http://wiki.secondlife.com/wiki/User:debbie_Trilling
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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06-13-2008 05:23
Thanks for trying, but when I put the scripting in, it made a circle going up and down around my head. It is close, as it has the particles going at the random bit, but they don't lay flat. So I tried to insert the commands for it to lay down, but then it got all messed up and wouldn't save. ![]() I've tried the Field of Dreams, but you have to have a control panel to make it work, it is not stand alone. ![]() |
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Cherry Hainsworth
Registered User
Join date: 31 Jul 2006
Posts: 125
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08-28-2008 15:35
I'm not quite understanding why you couldn't achieve your desired effect using a temp rezzer that only activates when an avatar is near, and with programmable range - like the JVA rezzer, though I suppose there must be similar scripts in the Wiki.
If you put a script inside the original objects, which makes them die when an avatar is close, you'll have pretty much what you wanted. Or have I missed something? Being a fan of particles, which are definitely NOT prims, I'd choose them in preference ... though you'd have much less control over their behaviour, and they often aren't good enough for plants because they all face the same way. Here's a script that emits slow-moving particles on a horizontal plane (using JP's basic script) - just in case you can adapt it for your purposes. CODE
Cherry. _____________________
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My stuff on XSt:- http://tinyurl.com/383mgh |
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Tiea Aeon
Registered User
Join date: 17 Nov 2007
Posts: 32
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Thank you but....
09-28-2008 07:10
I want to thank you all for trying to help. But I was so lost, that I couldn't get anything to work. Rotating the prim didn't change where the particles fell from, they still went in the same direction. But in any case, I finally got ahold of the nice gentleman who runs the Particle Lab and he helped me. He wrote up what I needed, and now I've got it working. It isn't exactly what I was looking for, in that I can't change the distance that the particles come from, but it is what I need in that they do appear randomly and level to the ground, in a round area.
Maybe one day I'll be even better at particles and I can get just what I need. But until then, this one works great! Thanks for everyone for trying. |
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Amara Twilight
Registered User
Join date: 16 Feb 2004
Posts: 47
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09-28-2008 11:10
I want to thank you all for trying to help. But I was so lost, that I couldn't get anything to work. Rotating the prim didn't change where the particles fell from, they still went in the same direction. But in any case, I finally got ahold of the nice gentleman who runs the Particle Lab and he helped me. He wrote up what I needed, and now I've got it working. It isn't exactly what I was looking for, in that I can't change the distance that the particles come from, but it is what I need in that they do appear randomly and level to the ground, in a round area. Maybe one day I'll be even better at particles and I can get just what I need. But until then, this one works great! Thanks for everyone for trying. Mind posting what you ended up with so we can compare it to the others suggestions/posts made in this thread? |
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Tiea Aeon
Registered User
Join date: 17 Nov 2007
Posts: 32
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Don't mind, will get it...
09-29-2008 19:52
Mind posting what you ended up with so we can compare it to the others suggestions/posts made in this thread? No, I don't mind. It was given to me, I have no problem giving it out to others. It's two different scripts. You have to have one that spits out the particles randomly, then the other that rotates that one around, so that you get a nice field. The only problem I've got, is there is no way to say how big you want it, you have to edit it and only have it set for one thing. Also, it's two prims. What I was looking for was one prim, one that just sat there and randomly spit out the objects. But I can't get that to work. So two prims is better then nothing working. However... I just wish I could get it to work the other way. I've since seen something like I'm looking for at a garden shop. They do temp rezzers that spit out plants. I bought one, and it is indeed only one prim. It works, but of course the script isn't free or viewable, so now it's just a matter of finding the right person to figure out how it's done. Then I can have one with one prim and not two. But in any regards, I'll go get that now...... |
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Tiea Aeon
Registered User
Join date: 17 Nov 2007
Posts: 32
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Sorry, got booted, here it is....
09-30-2008 01:56
Okay, the script that was given to me is an edited "STEAM" script. It is put in one box along with the texture of the plant, then attached to another box that has a "SPIN" script in it. They are about.. 5 meters apart. The SPIN can be found at the lab, but here is the edited one used for the vegetation.
string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS. integer AUTO_START = TRUE; // Optionally FALSE only if using CONTROLLERS. list particle_parameters=[]; // stores your custom particle effect, defined below. list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts. default { state_entry() { particle_parameters = [ // start of particle settings // Texture Parameters: PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), PSYS_PART_START_SCALE, <1, 1, FALSE>, PSYS_PART_END_SCALE, <1.0, 1.0, FALSE>, PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,1,1>, PSYS_PART_START_ALPHA, (float)1, PSYS_PART_END_ALPHA, (float)1, // Production Parameters: PSYS_SRC_BURST_PART_COUNT, (integer)10, PSYS_SRC_BURST_RATE, (float) 0.5, PSYS_PART_MAX_AGE, (float)30.0, PSYS_SRC_MAX_AGE,(float) 0.0, // Placement Parameters: PSYS_SRC_PATTERN, (integer)8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE, // Placement Parameters (for any non-DROP pattern): PSYS_SRC_BURST_SPEED_MIN, (float)0.0, PSYS_SRC_BURST_SPEED_MAX, (float)0.0, PSYS_SRC_BURST_RADIUS, 5.0, // Placement Parameters (only for ANGLE & CONE patterns): PSYS_SRC_ANGLE_BEGIN, (float) 0.50*PI, PSYS_SRC_ANGLE_END, (float)0.50*PI, // PSYS_SRC_OMEGA, <0,0,0>, // After-Effect & Influence Parameters: PSYS_SRC_ACCEL, <0.0,0.0, 0.0 >, // PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1), PSYS_PART_FLAGS, (integer)( 0 // Texture Options: | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK // | PSYS_PART_EMISSIVE_MASK // | PSYS_PART_FOLLOW_VELOCITY_MASK // After-effect & Influence Options: // | PSYS_PART_WIND_MASK // | PSYS_PART_BOUNCE_MASK // | PSYS_PART_FOLLOW_SRC_MASK // | PSYS_PART_TARGET_POS_MASK // | PSYS_PART_TARGET_LINEAR_MASK ) //end of particle settings ]; if ( AUTO_START ) llParticleSystem( particle_parameters ); } link_message( integer sibling, integer num, string mesg, key target_key ) { if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out. return; } else if ( num == 0 ) { // Message says to turn particles OFF: llParticleSystem( [ ] ); } else if ( num == 1 ) { // Message says to turn particles ON: llParticleSystem( particle_parameters + target_parameters ); } else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target: target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ]; llParticleSystem( particle_parameters + target_parameters ); } else { // bad instruction number // do nothing. } } } |
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Amara Twilight
Registered User
Join date: 16 Feb 2004
Posts: 47
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10-05-2008 23:43
Thank You
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Cailyn Miller
mmm.... shiny
Join date: 11 Mar 2003
Posts: 369
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10-06-2008 06:47
I've tried the Field of Dreams, but you have to have a control panel to make it work, it is not stand alone. You rez first the control panel, then the set of balls. You can have more or less, I think up to 5, but the control panel tells them which images to include. You can't just rez the ball and be done with it, you have to have the panel. Maybe I'm missing something on the other forum post you directed me to, but I couldn't find where it showed how to use it as a stand alone, and it's from 2004 so people may read, but so far I haven't seen any new posts. Thanks for trying. I do appreciate it. Hi Tiea, this may be a bit late for you, but just to let you know you can use the Field of Dreams without the control panel. Once you've chosen the vegetation you want, just delete the panel and the emitters continue to work. The panel is only required to change the emitted textures. For anyone else looking, Field of Dreams is available in my store as a freebie (Jimmy asked me to find a place to have it available while he is away). I really should put it up on SLX.. I'll get around to it one day. _____________________
![]() BLOG: http://cailyn-sl.blogspot.com/ INWORLD: http://slurl.com/secondlife/Gisborne/113/187/27 OnRez: http://shop.onrez.com/Cailyn_Miller SLX: http://www.slexchange.com/modules.php?name=Marketplace&MerchantID=512 |
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Joris Tolsen
Registered User
Join date: 24 Mar 2008
Posts: 5
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plants spreading particle emitter with fixed positions
10-19-2008 09:38
Innula mentioned this thread to me because of the similarity of the problem.
What i was making was a particle emitter that makes neat rows of plants .. not those random moving plants which make a blur of each field. The thing i have made now is an engine for making rows. but the placement part can handle any position. So you could easily add a randomly generated list of plant positions, which can be used for the plant function. basic part : begin_pos.x+=plant_offset; for(rc=0; rc<rows; rc++) { float rx=begin_pos.x+rc*row_space; for (pc=0; pc<plants_row+plants_row_odd;pc++) { float py=begin_pos.y+pc*plant_space; float dst; float ang; float ro=rx-thrower_pos.x; float po=py-thrower_pos.y; dst = llSqrt(ro*ro+po*po); ang = llAtan2(po,ro); maak_part(dst,ang); llSleep(0.005); } } if someone wants to study it .. (or use or rip or whatever ) i have put it for free on SLX .. listed name : rose garden plant pattern spreader (1 prim) still some issues to be solved with thanks to SL.. - there is a huge overproduction of particles needed because in an angle pattern there is no way to know if a particle is produced on the left boundary of the angle or the right one. - there is no way to throw a single particle with the particle engine .. you always have to start the engine and let it come to speed .. .. if someone has enhancements i would like a note .. have fun |
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AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
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10-19-2008 19:02
I need a script for a temp prim rezzer that will make multiple prims. In that I mean, I've got some grass. I want to have it rez when someone is near, but as a temp, so that it disappears when they go away, and also disappears as they are there. I've seen grass and plants done like this, but you have to buy their plants. I've designed a certain plant that I want to be able to use, and don't want to have to stick a million of them up at a time, but rather be able to have them only rez when someone comes close. I've found some temp rezzers that allow me to rez ONE copy of the prim, but nothing that allows for multiple copies. If anyone knows of such a script available, please let me know. Thank you for your time. ![]() Forget all that particle stuff. Way too complicated and it won't do what you want. Add a small script to the grass that looks like:- llListen(-224466,"",NULL_KEY,"" ;and listen(integer channel, string name, key id, string message){ if(message == "DIE" llDie();You make an object that is going to hold the script and will detect the visitor, perhaps a stone in the path. In the Content of this prim you put the grass object with its death wish. You decide the location where you want the grass to be located (relative to the detection object). You detect when the person walks by, either collision with the mat the script is in, or do a scan, or a volume detect on an invisible partition etc. When you detect a victim is in range, you llRezObject("Name of Object", location vector, ZERO_VECTOR,ZERO_ROTATION,0); When you detect they have gone = no more collision on the mat, or a just a timer, or no_sensor etc., you llSay(-224466,"DIE" and the grass goes away.If you need more than one piece of grass, just repeat the llRezObject with different locations. (range is limited). They will all disappear when they get the "DIE" message. |