OddbroShillings Posted July 12, 2011 Share Posted July 12, 2011 Hello, Im looking for a script for a police car light bar. I was wondering if its possible to make the light bar have specific patterns, like you would see on the road. what Im trying to say is that I dont want some old random flashing lights that arnt in sync, if ANYONE can help me with this that would be most appreciated. Ask me any questions because I dont think I gave enough detail, Thanks in advance. Link to comment Share on other sites More sharing options...
Void Singer Posted July 12, 2011 Share Posted July 12, 2011 if you set texture animation on different prims with different rates they won't be in synch (well not all the time) Link to comment Share on other sites More sharing options...
Zena Juran Posted July 12, 2011 Share Posted July 12, 2011 Void Singer wrote: if you set texture animation on different prims with different rates they won't be in synch (well not all the time) ... and maybe add a star bling to each prim in sync with the texture anims. Sounds like fun! :-) Link to comment Share on other sites More sharing options...
Rolig Loon Posted July 12, 2011 Share Posted July 12, 2011 You could probably use llSetTextureAnim with a texture in which ON/OFF frames are arranged to cycle in an interesting and repeatable pattern: ON-ON-OFF-OFF-OFF-OFF-ON-OFF-OFF-ON-ON-ON-OFF .............. You wouldn't have to mess with the rate or anything. Link to comment Share on other sites More sharing options...
Qie Niangao Posted July 13, 2011 Share Posted July 13, 2011 Depends where this will be used. If really "on the road" then yeah: texture anim (and maybe bling -- interesting idea) should be enough. But in, say, an urban build, the point of having the cop car around at all is mostly for how it illuminates the stuff around it, and that's going to require PRIM_POINT_LIGHT flipping on and off -- an object update per change, plus some viewer-side heavy lifting. With Viewer 2 projected texture lighting, it's possible to get the effect without the object updates (indeed, without an active script at all) by projecting the light source through an animated texture filter. That, however, entails even more work, viewer-side (and is currently invisible to the vast majority). Link to comment Share on other sites More sharing options...
Void Singer Posted July 13, 2011 Share Posted July 13, 2011 volumetric lighting with target omega is still an option in that case Link to comment Share on other sites More sharing options...
Miranda Umino Posted July 13, 2011 Share Posted July 13, 2011 if you use llSetLinkTextureAnim with a special texture ( normally the same texture with the same rate ) with transparence , and different levels of grey , no colors; and if you use llSetLinkPrimitiveParamsFast for each of your prim to set them with a different color ; should it be like you expect ? Link to comment Share on other sites More sharing options...
OddbroShillings Posted July 15, 2011 Author Share Posted July 15, 2011 Thank You all for your suggestions, but I have 1 question: How the heck do you do this? Im not a very expirienced scripter. Link to comment Share on other sites More sharing options...
Rolig Loon Posted July 15, 2011 Share Posted July 15, 2011 Begin in the LSL wiki. Read the function descriptions and study any sample scripts. Play with them. For your project, you'll want to look at llSetTextureAnim if you try doing it by shifting textures, and at llSetLinkPrimitiveParamsFast or maybe just llSetLinkColor if you want to set the light color by altering the prims directly. Link to comment Share on other sites More sharing options...
zack8686 Yuhara Posted July 15, 2011 Share Posted July 15, 2011 Thanks for all tips given ....... Link to comment Share on other sites More sharing options...
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