Search found 12 matches

by beuving Beeswing
Thu Jun 15, 2017 6:31 pm
Forum: General Discussion
Topic: I'd like to cancel my kitely account and stop auto pay
Replies: 5
Views: 8227

Re: I'd like to cancel my kitely account and stop auto pay

I only see Standard world 19,95 dollar and Advanced world 39,95 dollar and Stored world? I see no Premium free account?
by beuving Beeswing
Sat Feb 28, 2015 8:10 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

Yes me to! I believe i can turn 75-100% of all my firework to use this function so i can prevent to make heavily use of the physics engine.
It will take a while, but it will be much better then.
by beuving Beeswing
Sat Feb 28, 2015 7:55 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

I have created a test environment and succeeded to convert my first set of 4 prims which made use of the physics engine to do the same thing but with help of the function: llSetKeyFramedMotion() to avoid making use of the physics engine!

***I'm Proud, they are not physical anymore..!***
by beuving Beeswing
Fri Feb 20, 2015 9:48 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

I rezz multiple prims from a firework battery. The prims are 2M x 2M x 2M big, because the particle emitter is then visible from a larger distance then when i use regular small prims. The tubes in the battery shoot multiple firework 'blocks' at once, while they can't be phantom anymore they will col...
by beuving Beeswing
Fri Feb 20, 2015 9:21 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

I understand your concerns about sim performance. Is there some way I can test the resource usage for physical objects? The only way I know is Ctrl-Alt-1 to see the sim load in milliseconds. I think it's not a problem to use some resources, because if you don't want resources to be used, the scripti...
by beuving Beeswing
Fri Feb 20, 2015 7:46 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

Thank you for the clear answer. It depends on what is called many? At MAX 50 - 80 prims? Not all emmiting particles at once, but they are in the sky and they are physical. I understand physical objects affects the performance of the server. Can you tell me something about the relation (in power) bet...
by beuving Beeswing
Fri Feb 20, 2015 4:35 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Re: Phantom prim --> llGetMass() return zero

I use phantom prims to act like firework. They have status: Physical and Phantom. They fly and emit particles but the prims are phantom because you don't want to have '(invisible) colliding fireworks'.. Is there away to achieve what i have in SL? I can make them invisible but the point is that they ...
by beuving Beeswing
Fri Feb 20, 2015 3:38 pm
Forum: Scripting
Topic: Phantom prim --> llGetMass() return zero
Replies: 12
Views: 15476

Phantom prim --> llGetMass() return zero

Why does llGetMass() return zero in a phantom prim. I use the following function to hover a prim: llSetForce(llGetMass() * <0,0, 9.81> , FALSE); But in a phantom prim, this doesn't work because llGetMass() returns 0. Does anyone know how i can let a phantom prim work with some kind of llGetMass func...
by beuving Beeswing
Fri Feb 13, 2015 10:03 pm
Forum: Scripting
Topic: llDie within attachment
Replies: 4
Views: 6023

Re: llDie within attachment

Update and a nice tip.... When switching off script execution in world. The script compiler will not detect any syntax errors.. So, i edit and save my scripts while script execution is off. Then i enable script execution and all my objects doens't do what they are supposed to do, because of a syntax...
by beuving Beeswing
Mon Jan 19, 2015 3:21 pm
Forum: Scripting
Topic: llDie within attachment
Replies: 4
Views: 6023

Re: llDie within attachment

Thank u! I didn't thought about this.