LlParticleSystemExample
From OpenSimulator
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Revision as of 05:20, 19 November 2010
//Originally by Ama Omega default { state_entry() { llSleep(1); // Do something.. } touch_start(integer total_number) { // mask flags - set to TRUE (or 1) to enable integer bounce = 0; // Make particles bounce on Z plane of object integer glow = 1; // Make the particles glow integer interpColor = 1; // Go from start to end color integer interpSize = 1; // Go from start to end size integer followSource = 1; // Particles follow the source integer followVel = 1; // Particles turn to velocity direction integer wind = 0; // Particles affected by wind //pattern: //integer pattern = PSYS_SRC_PATTERN_ANGLE; //integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY; //integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; //integer pattern = PSYS_SRC_PATTERN_DROP; 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 target = "self"; //key target = "owner"; // particle parameters float age = 20; // Life of each particle float maxSpeed = 1; // Max speed each particle is spit out at float minSpeed = 1; // Min speed each particle is spit out at string texture = "44956ff0-45cd-4952-a393-063172903839"; // Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 1; // End alpha (transparency) value (if interpColor = TRUE) vector startColor = <0,1,0>; // Start color of particles <R,G,B> vector endColor = <1,0,0>; // End color of particles <R,G,B> (if interpColor = TRUE) vector startSize = <1,1,0>; // Start size of particles <x,y> vector endSize = <1,1,0>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0.05f>; // Force pushed on particles // system parameters float life = 0; // Life in seconds for the system to make particles integer count = 50; // How many particles to emit per BURST float rate = 0.03f; // How fast (rate) to emit particles float radius = 0.5; // Radius to emit particles for BURST pattern float outerAngle = 1.54; // Outer angle for all ANGLE patterns float innerAngle = 1.55; // Inner angle for all ANGLE patterns vector omega = <0,0,1>; // Rotation of ANGLE patterns around the source integer flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow == 1) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce == 1) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor == 1) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize == 1) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind == 1) flags = flags | PSYS_PART_WIND_MASK; if (followSource == 1) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel == 1) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK; 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,(float)rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,(float)radius, PSYS_SRC_BURST_SPEED_MIN,(float)minSpeed, PSYS_SRC_BURST_SPEED_MAX,(float)maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,(float)innerAngle, PSYS_SRC_OUTERANGLE,(float)outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, (float)life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, (float)startAlpha, PSYS_PART_END_ALPHA, (float)endAlpha ]); } }