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Gebera Zenovka
Registered User
Join date: 27 Jul 2007
Posts: 7
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08-31-2007 10:38
Yeah, Im in the process of building a flame thrower right? So then realized I needed some invisible prims with my burning particle effects. I figured out how to set them so that when they hit an object, or the ground, that it will burst into flames and so on. But my main problem is, how do I get it to where the flame particle emitter prim will more or less 'stick' to an agent if it collides with it? Ive read up on the bits of LSL I might need like the llDetected functions as well as the collision event handlers, but I still cant figure out how to put everything together properly. Can someone help me out with this?
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Jotheph Nemeth
Registered User
Join date: 9 Aug 2007
Posts: 142
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09-01-2007 15:02
From: Gebera Zenovka Yeah, Im in the process of building a flame thrower right? So then realized I needed some invisible prims with my burning particle effects. I figured out how to set them so that when they hit an object, or the ground, that it will burst into flames and so on. But my main problem is, how do I get it to where the flame particle emitter prim will more or less 'stick' to an agent if it collides with it? Ive read up on the bits of LSL I might need like the llDetected functions as well as the collision event handlers, but I still cant figure out how to put everything together properly. Can someone help me out with this? in the prims you shoot from the thrower, put a collision_start event. When it gets a collision event, for only the first collision, have it stick and burst into flame. For example: integer sticknow = FALSE; StartBurn(key id, key pos) { //turn off the physical movement and stick to who or what we hit //turn on the burning particle affect (if not already on) //set a timer to die after a while, unless we're a temp object } collision_start(integer num) { if (!sticknow) { sticknow = TRUE; StartBurn(llDetectedKey(0), llDetectedPos(0)); } } Hope this helps.
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Gebera Zenovka
Registered User
Join date: 27 Jul 2007
Posts: 7
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09-02-2007 00:02
OOOOH seems simple enough, Ima try that. Thanks^^
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