ParticleScript1
De DigiWiki.
// Particle Script 0.5 // Created by Ama Omega // 3-26-2004 // tweaked by Eep Quirk, 3/18/05,6/19/06 integer on; particles() { // 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 = 1; // 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 = 1; // 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 = ""; // 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>; // Force pushed on particles // system parameters float life = 0; // Life in seconds for the system to make particles integer count = 1; // How many particles to emit per BURST float rate = 1.5; // How fast (rate) to emit particles float radius = 1; // 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 = <0,0,0>; // Rotation of ANGLE patterns around the source integer 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; 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_ANGLE_BEGIN,innerAngle, PSYS_SRC_ANGLE_END,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } default { state_entry() { on = 1; particles(); } touch_start(integer touches) { if (on == 1) { on = 0; llParticleSystem([]); } else { on = 1; particles(); } } }
Put a timer that calls particles() and add some math functions (like llFrand) in particles() for some interesting results:
integer on = 1; float time = 1; default { state_entry() { particles(); llSetTimerEvent(time); } timer() { particles(); } touch_start(integer touches) { if (on == 1) { on = 0; llSetTimerEvent(0); llParticleSystem([]); } else { on = 1; particles(); llSetTimerEvent(time); } } }