Difference between revisions of "LlMakeExplosion"

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{{LSL_Function
{{LSL_Function
|inject-2={{LSL Function/offset|offset|dead=*}}
|inject-2={{LSL Function/offset|offset|dead=*}}{{LSL Function/inventory|texture|type=texture|uuid=true}}
|func_id=100|func_sleep=0.1|func_energy=10.0
|func_id=100|func_sleep=0.1|func_energy=10.0
|func=llMakeExplosion
|func=llMakeExplosion

Revision as of 11:10, 18 June 2012

Emblem-important.png Deprecated
(This function has been deprecated, please use llParticleSystem instead.)

Summary

Function: llMakeExplosion( integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset );

Make a round explosion of particles

• integer particles
• float scale
• float vel
• float lifetime
• float arc
• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• vector offset offset relative to the prim's position and expressed in local coordinates and is completely ignored.

Caveats

  • This function causes the script to sleep for 0.1 seconds.
  • This function has been deprecated, please use llParticleSystem instead.
  • offset functionality has been removed, any value provided is completely ignored. For future proofing purposes, you should use a ZERO_VECTOR for it's value.
  • If texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
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Examples

Notes

Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeExplosion particles. <lsl> llMakeExplosion(integer particle_count,

               float particle_scale,
               float particle_speed,
               float particle_lifetime,
               float source_cone,
               string source_texture_id,
               vector local_offset);

</lsl> <lsl> fakeMakeExplosion(integer particle_count, float particle_scale, float particle_speed,

                float particle_lifetime, float source_cone, string source_texture_id, 
                vector local_offset) 

{

   //local_offset is ignored
   llParticleSystem([
       PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK

Deep Notes

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Signature

function void llMakeExplosion( integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset );