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Artix Ruxton

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  1. Hey all, I brought this problem up a week ago but have not recieved an answer. With the new mesh supporting viewers, phoenix 1.6, firestorm, and viewer3, you can no longer make particle effects glow by putting them inside a semi-transparent glowing prim. I have a lot of fire particle effects that look really great with this glow effect, but no longer look correct. Any ideas or insight is appreciated. Below are two pictures so you can visualize the bug. What it should look like: What it looks like without glow: -- Artix
  2. Both turning of shadows and setting the sphere to full bright do not work. Still only makes the particles glow at certain angles.
  3. Hello all, For anyone out there like myself who has ever put a particle effect inside of a glowing prim to make the particles glow, why have they stopped supporting this with the new viewers? Now the particles only light up and glow when I look at the sphere from certain angles / distances instead of from every angle... is there a way to fix this lighting issue? I've been trying to tinker with the Graphics Settings, as well as the Particle Emissive flag and the transparency of the prims but no luck. Any insight is greatly appreciated. -- Artix
  4. Greetings all, I had a few questions revolving around the "how much traffic is too much traffic when sending httprequests to a PHP script on a webserver with "unlimited bandwidth""? The implementation is for a combat system that handles player statistics. When a new version of the system is available, the old one detaches and a new one is sent. On attach of the new one, the players stats are loaded from the database. Which brings me to the issue of stat saving efficiency. Can I save a players stats to the Database every time they gain XP, say MULTIPLE TIMES IN A MINUTE? Or if 50+ players are playing and are gaining XP by the minute would that cause too much stress on the webserver and slow things down? How many httprequests can you send to a PHP script in a short amount of time without overloading it? Imagine the web host is a service with "unlimited bandwidth" such as hostgator or bluehost. Thanks, Artix
  5. Situation: Prims A and B are child prims in a linkset, both which have sit targets. When an avatar sits on prim A, prim B's changed event is called. It then follows the codeblocks if(llAvatarOnSitTarget()), which returns false since the avatar is sitting on prim A. Therefore the else codeblock in prim B's changed event, which is supposed to only be triggered when an avatar stands up from prim B, is wrongfully triggered. Question: How do i specify the difference between when an avatar sits on prim A and no one is sitting on prim B, versus when someone stands up from prim B? Both events are cause the same block of code to execute. -- Artix
  6. That's what I figured Rolig, so is there's no way to llUnsit additional avatars who sit on the prim huh?
  7. sorry type in that, should read llUnSit(sitter); Also, I was thinking of recursing through the set of linked prims and finding the second person to sit down's UUID and compare that to the llAvatarOnSitTarget(), because it seems like only the first person to sit down on the prim registers as being on the Sit Target
  8. Yeah I've been trying that but for some reason when a second avatar sits down and I try to llUnSit(llAvatarOnSitTarget()) it unsits the person that's already sitting down, not the person thats trying to sit down. Here's a code snippet: key user = NULL_KEY; // global variable changed(integer change) { if (change & CHANGED_LINK) { key sitter = llAvatarOnSitTarget(); if(sitter) { if(user == NULL_KEY) { user = sitter; llRequestPermissions(user, PERMISSION_TRIGGER_ANIMATION); llStartAnimation("sleep"); } else if(sitter != user) { Say(llKey2Name(user)+" is resting here."); llUnSit(user); } } else { llResetScript(); } }
  9. Does anyone know how to llUnsit an avatar from a prim if another avatar is already sitting on it? AKA make an object that ONLY one person can sit on at a time. -- Artix
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