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Posts posted by D33SS3
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Oh no, that sucks! Thank you!
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Hello all,
I am currently attempting to create a HUD using a premade particle emitter script. The script works when the prim is on the ground, but I do not see the particles when the script is attached to the HUD. I have general scripting knowledge, but I am open to anyone who has any advice or a solution.
[SCRIPT]// Generated by 'particles-lsl-generator.bashora.com', Zeja Pyle, 2008.
// DECLARATION ==============================
string Texture;
integer Interpolate_Scale;
vector Start_Scale;
vector End_Scale;
integer Interpolate_Colour;
vector Start_Colour;
vector End_Colour;
float Start_Alpha;
float End_Alpha;
integer Emissive;
float Age;
float Rate;
integer Count;
float Life;
integer Pattern;
float Radius;
float Begin_Angle;
float End_Angle;
vector Omega;
integer Follow_Source;
integer Follow_Velocity;
integer Wind;
integer Bounce;
float Minimum_Speed;
float Maximum_Speed;
vector Acceleration;
integer Target;
key Target_Key;
// BASIC FUNCTION ==============================Particle_System ()
{
list Parameters =
[
PSYS_PART_FLAGS,
(
(Emissive * PSYS_PART_EMISSIVE_MASK) |
(Bounce * PSYS_PART_BOUNCE_MASK) |
(Interpolate_Colour * PSYS_PART_INTERP_COLOR_MASK) |
(Interpolate_Scale * PSYS_PART_INTERP_SCALE_MASK) |
(Wind * PSYS_PART_WIND_MASK) |
(Follow_Source * PSYS_PART_FOLLOW_SRC_MASK) |
(Follow_Velocity * PSYS_PART_FOLLOW_VELOCITY_MASK) |
(Target * PSYS_PART_TARGET_POS_MASK)
),
PSYS_PART_START_COLOR, Start_Colour,
PSYS_PART_END_COLOR, End_Colour,
PSYS_PART_START_ALPHA, Start_Alpha,
PSYS_PART_END_ALPHA, End_Alpha,
PSYS_PART_START_SCALE, Start_Scale,
PSYS_PART_END_SCALE, End_Scale,
PSYS_SRC_PATTERN, Pattern,
PSYS_SRC_BURST_PART_COUNT, Count,
PSYS_SRC_BURST_RATE, Rate,
PSYS_PART_MAX_AGE, Age,
PSYS_SRC_ACCEL, Acceleration,
PSYS_SRC_BURST_RADIUS, Radius,
PSYS_SRC_BURST_SPEED_MIN, Minimum_Speed,
PSYS_SRC_BURST_SPEED_MAX, Maximum_Speed,
PSYS_SRC_TARGET_KEY, Target_Key,
PSYS_SRC_ANGLE_BEGIN, Begin_Angle,
PSYS_SRC_ANGLE_END, End_Angle,
PSYS_SRC_OMEGA, Omega,
PSYS_SRC_MAX_AGE, Life,
PSYS_SRC_TEXTURE, Texture
];
llParticleSystem (Parameters);
}// YOUR PARTICLES FUNCTION ==============================
snow (){
Texture = "c10f5f78-b75e-ab38-94c0-4ffb0c980c08";
Interpolate_Scale = FALSE;
Start_Scale = <0.3,0.3, 0>;
End_Scale = <0.04,0.04, 0>;
Interpolate_Colour = TRUE;
Start_Colour = < 0.0, 0.5, 1 >;
End_Colour = < 1, 1, 0.0 >;
Start_Alpha = 0.5;
End_Alpha =1.0;
Emissive = TRUE;
Age = 3;
Rate = 0.6;
Count = 5;
Life = 0;
Pattern = PSYS_SRC_PATTERN_EXPLODE;
Radius = 0;
Begin_Angle = 0;
End_Angle = 3.14159;
Omega = < 0, 0, 0 >;
Follow_Source = FALSE;
Follow_Velocity = TRUE;
Wind = TRUE;
Bounce = FALSE;
Minimum_Speed = 0.01;
Maximum_Speed = 0.5;
Acceleration = < 0, 0, 0 >;
Target = FALSE;
Target_Key = NULL_KEY;Particle_System ();
}// SCRIPT BODY ==============================
default
{state_entry ()
{
snow ();
}touch_start (integer i){
llParticleSystem ([]); // Stop the particles
}}
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Thank you guys, I figured it out! ❤️
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2 minutes ago, Rolig Loon said:
Welcome aboard.
You will want to start becoming familiar with the LSL wiki, specifically the section on Functions. In this case, study the entries for llSetTexture ( and llSetLinkTexture ) and for llSetAlpha ( and llSetLinkAlpha ). They will show you the proper syntax for getting the right texture on the right face and determining whether it's visible of transparent.
While you are just learning, the easiest way to think of accomplishing many things at once is to collect them into the same scope, so that they are all handled by the same decision, as in
if ( iON == TRUE) { // do this // and this // and this }
There are more compact ways -- much better ones -- of doing this ( take a look at llSetLinkPrimitiveParams in the wiki ), but get comfortable with the basic method first.
Yay, thank you!
I will be doing the research right now!
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Hello everyone!
[ My knowledge with LSL Scripting is at a beginner level, so please bare with me! :) ]
Recently, I purchased a texture changing script from Renderworks, I'm not having trouble with creating a HUD with texture changes.
However, I was wondering if it was possible to add to the script an option to control the visibility of a particular face of a mesh and/or combine two faces for one on and off toggle.
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