Yuna DeSantis
Freund/in des Forums
Hallo, ich brauch mal wieder hilfe.
Ich benutze dieses Script, um einen Glow-Effekt zu erzeugen:
list My_Particle_Def;
default {
state_entry() {
integer texture_num = (integer)llFrand(llGetInventoryNumber(INVENTORY_TEXTURE));
string texture = llGetInventoryName(INVENTORY_TEXTURE, texture_num);
My_Particle_Def = [
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_SCALE, <1.0, 1.0, 0>, PSYS_PART_END_SCALE, <1.0, 1.0, 0>,
PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,
PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 1.0,
PSYS_SRC_BURST_PART_COUNT, 3,
PSYS_SRC_BURST_RATE, 2.0,
PSYS_PART_MAX_AGE, 2.0,
PSYS_SRC_MAX_AGE, 0.0,
PSYS_SRC_PATTERN, 1, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0, 0.0, 0.0>,
PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, 1.00, PSYS_SRC_BURST_SPEED_MAX, 5.00,
PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0,
PSYS_SRC_OMEGA, <0.0,0.0,0.0>,
// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNumber() + 1),
PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
// | PSYS_PART_FOLLOW_VELOCITY_MASK
// | PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
) ];
state particles_on;
}
}
state particles_on
{
state_entry()
{
llParticleSystem( My_Particle_Def ); // turn on
}
touch_start(integer n)
{
state particles_off;
}
}
state particles_off
{
state_entry()
{
llParticleSystem( [ ] ); // turn off
}
touch_start(integer n)
{
state particles_on;
}
}
Das ist ja auch alles ganz hübsch, nur "blinkt" der Glow. Als wenn er an und aus geht. Es soll konstant leuchten. Wo und was muss ich hier verändern, damit es nicht mehr blinkt?
Die ewig Script-Blonde Yuna
Ich benutze dieses Script, um einen Glow-Effekt zu erzeugen:
list My_Particle_Def;
default {
state_entry() {
integer texture_num = (integer)llFrand(llGetInventoryNumber(INVENTORY_TEXTURE));
string texture = llGetInventoryName(INVENTORY_TEXTURE, texture_num);
My_Particle_Def = [
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_SCALE, <1.0, 1.0, 0>, PSYS_PART_END_SCALE, <1.0, 1.0, 0>,
PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,
PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 1.0,
PSYS_SRC_BURST_PART_COUNT, 3,
PSYS_SRC_BURST_RATE, 2.0,
PSYS_PART_MAX_AGE, 2.0,
PSYS_SRC_MAX_AGE, 0.0,
PSYS_SRC_PATTERN, 1, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0, 0.0, 0.0>,
PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, 1.00, PSYS_SRC_BURST_SPEED_MAX, 5.00,
PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0,
PSYS_SRC_OMEGA, <0.0,0.0,0.0>,
// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNumber() + 1),
PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
// | PSYS_PART_FOLLOW_VELOCITY_MASK
// | PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
) ];
state particles_on;
}
}
state particles_on
{
state_entry()
{
llParticleSystem( My_Particle_Def ); // turn on
}
touch_start(integer n)
{
state particles_off;
}
}
state particles_off
{
state_entry()
{
llParticleSystem( [ ] ); // turn off
}
touch_start(integer n)
{
state particles_on;
}
}
Das ist ja auch alles ganz hübsch, nur "blinkt" der Glow. Als wenn er an und aus geht. Es soll konstant leuchten. Wo und was muss ich hier verändern, damit es nicht mehr blinkt?
Die ewig Script-Blonde Yuna