Difference between revisions of "User:Toady Nakamura/Particle Sparkler Touch on off"

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* When installed, touch & the particles start.  They will go out again x seconds later.  ''Set that below, see * float life = 10.0;''  
* When installed, touch & the particles start.  They will go out again x seconds later.  ''Set that below, see * float life = 10.0;''  


<lsl>
<source lang="lsl2">
// Holiday Sparkler 06/27/14 // Inspired by Jopsy Pendragon
// Holiday Sparkler 06/27/14 // Inspired by Jopsy Pendragon
// Visit the Particle Lab at Teal Sim if you have never done so.
// Visit the Particle Lab at Teal Sim if you have never done so.
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</lsl>
</source>

Latest revision as of 15:20, 30 July 2015

  • Visit my SL wiki home page for more simple scripts that work. -- Toady Nakamura

Build instructions:

  • Create your sparkler, probably a cylinder with a tiny sphere on top.
  • Link the two with the tiny sphere on top as the root.
  • Place this script into the linked build, by default it goes to root.
  • When installed, touch & the particles start. They will go out again x seconds later. Set that below, see * float life = 10.0;
// Holiday Sparkler 06/27/14 // Inspired by Jopsy Pendragon
// Visit the Particle Lab at Teal Sim if you have never done so.
// Modified by Toady Nakamura for classes


float life = 10.0; // time in seconds before sparkler burns out

updateParticles()
{
llParticleSystem([ 

PSYS_PART_FLAGS,
  PSYS_PART_EMISSIVE_MASK  // glow
| PSYS_PART_BOUNCE_MASK // don't go below emitter
| PSYS_PART_INTERP_COLOR_MASK // change color
| PSYS_PART_INTERP_SCALE_MASK // change size
// | PSYS_PART_WIND_MASK // blow on wind
// | PSYS_PART_FOLLOW_SRC_MASK // follow emitter or stay stuck (true?)
| PSYS_PART_FOLLOW_VELOCITY_MASK// rotate towards where they're going
// | PSYS_PART_TARGET_POS_MASK // for targetting particles
       
,// you need this comma

PSYS_PART_MAX_AGE, 1.75, // each sprite 
PSYS_PART_START_COLOR,  < 0.9, 0.9, 1.0 >, // beginning color
PSYS_PART_END_COLOR,    < 1.0, 0.8, 0.3 >, // ending color of sprites
PSYS_PART_START_SCALE,  < 0.05, 0.13, 0.0 >, // beginning size
PSYS_PART_END_SCALE,    < 0.004, 0.009, 0.0 >, // ending size of sprites
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, // sends particles in all directions
// PSYS_SRC_PATTERN_DROP  // ignores minSpeed and maxSpeed.  Don't bother with count>1 
// PSYS_SRC_PATTERN_ANGLE_CONE // set innerangle/outerange to make rings/cones of particles
// PSYS_SRC_PATTERN_ANGLE // set innerangle/outerangle to make flat fanshapes of particles
PSYS_SRC_BURST_RATE, 0.1, // how fast they come out, lower numbers are faster
PSYS_SRC_ACCEL, < 0.0 , 0.0, -0.1>, // push on each particle, given as xyz vector data
PSYS_SRC_BURST_PART_COUNT, 8, // how many to emit at each burst
PSYS_SRC_BURST_RADIUS, 0.0, // how close to center of emitter to emit
PSYS_SRC_BURST_SPEED_MIN, 0.8, // slowest speed
PSYS_SRC_BURST_SPEED_MAX, 1.2, // fastest speed
//PSYS_SRC_TARGET_KEY, target, // no target so // commented out
//PSYS_SRC_INNERANGLE, PI,  // for angle patterns only
//PSYS_SRC_OUTERANGLE, 0.0, // for angle patterns only
PSYS_SRC_OMEGA, < 0, 0, 0 >, // emitter rotates after each burst. 
PSYS_SRC_MAX_AGE, life, //* life of sprite display in seconds defined above
PSYS_SRC_TEXTURE, "", // system texture if ""
PSYS_PART_START_ALPHA, 1.0,// start fully visible
PSYS_PART_END_ALPHA, 0.0 // end completely transparent
    ]);
}

all_off()
{
llParticleSystem([ ]); // off particles
llSetTimerEvent(0);   // off time
} 

default
{
    state_entry() 
    {
        all_off();
    }
    
    touch_start(integer i) 
    {
        updateParticles(); // touch to reset/turn on the particles
        llSetTimerEvent(life); // run timer just as long as particle life
        // to be sure they turn off
    }
    
    timer() 
    {
        all_off();
    }
}


//// NOTES --------------------------------------------------

//  if you wish to target owner, the target = llGetOwner(),
//  if you wish to target the prim itself, target = llGetKey(),
//  best to leave everything about targetting commented out unless it's in use.