Sunbleached Posted December 17, 2017 Share Posted December 17, 2017 (edited) float sun_height;vector sun_position; default{ state_entry() { llSetTimerEvent(150); } timer() { sun_position = llGetSunDirection(); sun_height = sun_position.z; if(sun_height < 0.0) { llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.4]); } else { llSetPrimitiveParams([PRIM_POINT_LIGHT,FALSE,<1.0, 1.0, 1.0>,1.0,15,0.750, PRIM_GLOW, ALL_SIDES, 0.0]); } }} float glow;float time; //------------------------------------- // Main program default { state_entry() { llSetColor(<1.0, 1.0, 1.0>, ALL_SIDES); state begin; }} //------------------------------------- // Begin state state begin { state_entry() { glow = (integer) llRound(llFrand(1)); // Random on or off time = (float) llFrand(2); // Random wait time llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, <1.0, 1.0, 1.0>, glow, 5.0, 0.5, PRIM_GLOW, ALL_SIDES, glow]); // Set prim light on/of state wait; // Go to the Wait State } } //------------------------------------- // Wait state state wait { state_entry() { llSetTimerEvent(time); //Wait } timer() { llSetTimerEvent(0.0); //remove the timer state begin; // Go back to the Begin State } } Edited December 17, 2017 by Sunbleached Link to comment Share on other sites More sharing options...
Rolig Loon Posted December 17, 2017 Share Posted December 17, 2017 (edited) I suggest getting rid of the second script rather than trying to combine the two. Just add a fake timer to the first script to create the blinky effect. Use the fake timer (specifically, the no_sensor event) for the SLPPF statements that mess with your PRIM_POINT_LIGHT and PRIM_GLOW. Turn the fake timer off while the sun is shining. Edited December 17, 2017 by Rolig Loon 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now