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);
        }
    }
}
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