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 Post subject: Video Particles Demonstration
PostPosted: Sat Jun 07, 2008 11:21 pm 
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Joined: Sat Feb 02, 2008 5:27 pm
Posts: 843
By Popular Demand the script for the following presentation.

http://nebadon2025.com/opensim/viewtopic.php?f=3&t=13

Just make sure you set your media parcel texture to the same texture as your particle! :shock:

Enjoy

{L_CODE}:
//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 = 120; // 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 = "6a630e9d-0667-4f5f-9710-24385d1b7f06"; // Texture used for particles, default used if blank
float startAlpha = .7; // Start alpha (transparency) value
float endAlpha = .7; // End alpha (transparency) value (if interpColor = TRUE)
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 = <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 = 60.5; // 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
]);
}
}


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