Search found 12 matches
- 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?
- 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.
It will take a while, but it will be much better then.
- 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..!***
***I'm Proud, they are not physical anymore..!***
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.