Carl Greenstein
The Stickmans Alt
Join date: 14 Dec 2003
Posts: 15
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08-21-2005 07:47
I've been working on a object that spits out particles on touch and thanks to cut and paste of various scripts, I've got a working model. Problem is, now I want a command activated one, since the particle emitting prim is being placed where no one could click it if they wanted to. I can't seem to find out any info on how to do this by the forums and I am a complete scripting moron. Only way I get anything to work is if its heavily commented and already made.  If anyone could post up an example of how to turn on/off my particle system by a command (in a different channel than 0 of course) I would feel much less like throwing my computer out the window. Heres my code so far: // 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 = FALSE; // Go from start to end color integer interpSize = TRUE; // Go from start to end size integer wind = FALSE; // 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_ANGLE;
// 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 = 1.3; // Life of each particle float maxSpeed = 2; // Max speed each particle is spit out at float minSpeed = 1; // Min speed each particle is spit out at string texture = "grassclippings"; // Texture used for particles float startAlpha = .3; // Start alpha (transparency) value float endAlpha = 0; // End alpha (transparency) value vector startColor = <35,100,15>; // Start color of particles <R,G,B> vector endColor = <255,255,255>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <.3,.3,.3>; // Start size of particles vector endSize = <1,1,1>; // End size of particles (if interpSize == TRUE) vector push = <0,0,.1>; // Force pushed on particles
// System paramaters float rate = .1; // How fast (rate) to emit particles float radius = 1; // Radius to emit particles for BURST pattern integer count = 6; // How many particles to emit per BURST float outerAngle = 0; // Outer angle for all ANGLE patterns float innerAngle = 0; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // 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() { updateParticles(); }
touch_start( integer num ) //Turn particles off when touched { state off; //Switch to the off state } }
state off { state_entry() { llParticleSystem([]); //Stop making particles } touch_start( integer num ) //Turn particles back on when touched { state default; } }
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Ushuaia Tokugawa
Nobody of Consequence
Join date: 22 Mar 2005
Posts: 268
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08-21-2005 08:24
remove your default state and off state and replace them with this: integer channel = 123; string offMessage = "particles off"; string onMessage = "particles on";
default { state_entry() { updateParticles();
llListen(channel, "", llGetOwner(), offMessage); }
listen(integer channel, string name, key id, string message) { state off; //Switch to the off state } }
state off { state_entry() { llParticleSystem([]); //Stop making particles
llListen(channel, "", llGetOwner(), onMessage); }
listen(integer channel, string name, key id, string message) { state default; } }
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Carl Greenstein
The Stickmans Alt
Join date: 14 Dec 2003
Posts: 15
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08-21-2005 08:35
Error was taken care of, thanks for the help!
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
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08-21-2005 13:15
Personally, I would recommend my own particle script... It's very efficient, and is encapsulated in one function. Keknehv's Particle Script
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Morphy Mousehold
Registered User
Join date: 11 May 2005
Posts: 5
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08-25-2005 16:11
I've noticed that if the particles are on and I delete the script from the prim that contained the click-on/off particle script without turning them off... they never turn off. They keep spitting particles forever. Ever rezzed version spitting out particles forever. Augh!
Considering this is a complex object with 40 or so linked prims, do I have to rebuild from scratch or put a copy of your click-on/off particle script on every prim and manually turn them all off?
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-25-2005 16:54
From: Morphy Mousehold I've noticed that if the particles are on and I delete the script from the prim that contained the click-on/off particle script without turning them off... they never turn off. They keep spitting particles forever. Ever rezzed version spitting out particles forever. Augh! Considering this is a complex object with 40 or so linked prims, do I have to rebuild from scratch or put a copy of your click-on/off particle script on every prim and manually turn them all off? I've sent you the flollowing useful script for killing particles: default { state_entry() { llParticleSystem([ ]); llSleep(0.1); llRemoveInventory(llGetScriptName()); } }
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Lucas Sion
Registered User
Join date: 25 Aug 2005
Posts: 16
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Particles For Anyone
08-26-2005 16:47
So to make it so anyone can say the command, would you just delete llGetOwner?\ or is there a separate command string for everyone?
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a lost user
Join date: ?
Posts: ?
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08-26-2005 19:16
yes just remove llGetOwner() from the llListen() event-declaration (ie. the configuration of the listen event).
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-26-2005 19:22
Not remove, but replace with the constant NULL_KEY.
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a lost user
Join date: ?
Posts: ?
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08-26-2005 19:29
yes my bad  actually "" is better than NULL_KEY.. uses less memory eg. llListen(channel,"","",""  ; uses less memory than llListen(channel,NULL_KEY,"",""  ; Ok.. not much more memory but "" is quicker to type as well 
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-26-2005 19:34
NULL_KEY != "" Keep that in mind when you choose which to use. EDIT: I best explain: I mean that in situations where you need to look for NULL_KEY you can't replace it with an empty string. The empty string works just dandy in this case, I just have the habit of using NULL_KEY. 
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