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About verygoodquestion

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  1. I am not gonna sale it, a specially to you. Do you ever say something good or useful on this forum?
  2. Hello! Thank you so much! Thats exactly what i needed! Yes indeed there is mouse steering option, but i am thinking to get rid of it since i rarely use it. It looks like that now: if(level & edge & CONTROL_ML_LBUTTON) { if(mouse) { mouse = FALSE; llOwnerSay("Mouselook steer OFF. "); llRemoveVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER); } else { mouse = TRUE; llOwnerSay("Mouselook steer ON. "); llSetVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER ); } } ///... if(mouse && !(llGetAgentInfo(llAvatarOnSitTarget()) & AGENT_MOUSELOOK)) { mouse = FALSE; llRemoveVehicleFlags(VEHICLE_FLAG_MOUSELOOK_STEER ); llOwnerSay("Mouselook steer OFF. "); }
  3. Hello, some vehicle question here. Is it possible to set controls section in the script separately for mouselook and how? I tuned the script in a third-person view and when I was satisfied it turned out that I completely forgot about the mouselook and this is just awful control now! why is this happening? however, I would like to save the settings for the third-person view. is this possible?
  4. Well, I’ve found such a wonderful line, how would I now associate it with throttle? integer PARTICLE_PRIM = 2; llSetLinkPrimitiveParamsFast(PARTICLE_PRIM, [PRIM_POS_LOCAL, llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <0.0, 0.0, 0.01>]);
  5. Thank you very much! this is practically what I need only need to move up and down and it’s not clear how to do it.
  6. Hello! I have a question. in fact, these are two questions in one. I am trying to make a particle ribbon system for a vehicle and it should change the emission start point height depending on the throttle of the vehicle. As I understand it, this is set by the radius. this is my system of particles. but when I change the radius, particle appear in "I-like" view (vertically flat), but I need to make it "T-like" view (horizontally flat). Is this possible in any way? if I rotate the object - orientation is maintained. llParticleSystem([PSYS_PART_MAX_AGE,3.00, PSYS_PART_FLAGS, 1287, PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_START_SCALE,<1.00000, 1.00000, 0.00000>, PSYS_PART_END_SCALE,<2.00000, 2.00000, 0.00000>, PSYS_SRC_PATTERN, 4, PSYS_SRC_BURST_RATE,0.02, PSYS_SRC_BURST_PART_COUNT,5, PSYS_SRC_BURST_RADIUS,0.5, PSYS_SRC_BURST_SPEED_MIN,0.05, PSYS_SRC_BURST_SPEED_MAX,0.10, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "168e6813-096e-07ea-97ae-fd416826f627", PSYS_PART_START_ALPHA, 0.50, PSYS_PART_END_ALPHA, 0.00, PSYS_PART_START_GLOW, 0.03, PSYS_PART_END_GLOW, 0.01]); And, what is the best way to make the particle radius dependence on vehicle throttle? something like: float radius = (throttle+10)*0.03;....... /// PSYS_SRC_BURST_RADIUS,0.5,*radius.... the point I am doing this is that it is planned as the wake of the boat and since the boat lifts its nose at acceleration, the emitter goes down underwater accordingly. so I want to gradually increase the height with increasing throttle. I decided that it would be easier than changing the height of the emitter itself. maybe there are other ways? Help please!
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