This is the entirety of the Fairy Light script. There is clearly no reference to the UUID that the marketplace says is missing. What I think is going on is, that particle glow (which is different from the particle emissive flag) is causing the system to treat glow as a sort of specular texture that it applies the default blank texture to the particle texture I am calling.
Code: Select all
integer status = TRUE;
// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = FALSE; // Particles turn to velocity direction
string username;
integer poffon =FALSE;
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";
key USERKEY;
// Particle paramaters
float age = 20; // Life of each particle
float maxSpeed = 0.0; // Max speed each particle is spit out at
float minSpeed = 0.0; // Min speed each particle is spit out at
string texture = "75d4e7a3-5f8c-434f-b2d5-2473d3e30e29"; // Texture used for particles, default used if blank
float startAlpha = 1.0; // Start alpha (transparency) value
float endAlpha = 0.1; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.35,.35,.15>; // Start size of particles
vector endSize = <.05,.05,.15>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0.15>; // Force pushed on particles
float startGlow= 0.10;
float endGlow=0.0;
// System paramaters
float rate = 5.75; // How fast (rate) to emit particles
float radius = 1.5; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = PI_BY_TWO; // Outer angle for all ANGLE patterns
float innerAngle =PI_BY_TWO; // Inner angle for all ANGLE patterns
vector omega = <0,0,0.5>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
// poffon = TRUE;
llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha,
PSYS_PART_START_GLOW,startGlow ,
PSYS_PART_END_GLOW,endGlow
]);
}
anim_on()
{
llSetTextureAnim(ANIM_ON|LOOP|SMOOTH|ROTATE,0,1,1,1.0,1.0,0.1);
}
anim_off()
{
llSetTextureAnim(ANIM_ON,0,1,1,1.0,1.0,0.0);
}
light_on()
{
llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,<1,1,0>,1.0,20,0.1]);
}
light_off()
{
llSetPrimitiveParams([PRIM_POINT_LIGHT,FALSE,<0,0,0>,0,0,0]);
}
default
{
state_entry()
{
status = TRUE;
anim_on();
light_on();
updateParticles();
llSetTextureAnim(ANIM_ON|LOOP|SMOOTH|ROTATE,0,1,1,1.0,1.0,0.1);
}
on_rez(integer start_param)
{
llResetScript();
}
touch_start(integer num)
{
key id = llDetectedKey(0);
if (id == llGetOwnerKey(llGetKey()) && status == FALSE)
{
anim_on();
light_on();
updateParticles();
status=TRUE;
}
else if (id == llGetOwnerKey(llGetKey()) && status == TRUE)
{
anim_off();
light_off();
llParticleSystem([]);
status=FALSE;
}
}
}