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

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m (new script for 4th July & Canada Day)
m (minor format error fixes)
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Create your sparkler, probably a cylinder with a tiny sphere on top.  Link the two with the tiny sphere on top as the root.
*Visit my SL wiki home page for more simple scripts that work. -- [[User:Toady Nakamura|Toady Nakamura]]


Place this script into the root.
'''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;''


<lsl>
<lsl>
//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.
// Modified by Toady Nakamura for classes
// Modified by Toady Nakamura for classes
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PSYS_PART_MAX_AGE, 1.75, // each sprite  
PSYS_PART_MAX_AGE, 1.75, // each sprite  
PSYS_PART_START_COLOR,  < 0.9, 0.9, 1.0 >,
PSYS_PART_START_COLOR,  < 0.9, 0.9, 1.0 >, // beginning color
PSYS_PART_END_COLOR,    < 1.0, 0.8, 0.3 >,
PSYS_PART_END_COLOR,    < 1.0, 0.8, 0.3 >, // ending color of sprites
PSYS_PART_START_SCALE,  < 0.05, 0.13, 0.0 >,
PSYS_PART_START_SCALE,  < 0.05, 0.13, 0.0 >, // beginning size
PSYS_PART_END_SCALE,    < 0.004, 0.009, 0.0 >,  
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, 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_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_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_PATTERN_ANGLE // set innerangle/outerangle to make flat fanshapes of particles
PSYS_SRC_BURST_RATE, 0.1,
PSYS_SRC_BURST_RATE, 0.1, // how fast they come out, lower numbers are faster
PSYS_SRC_ACCEL, < 0.0 , 0.0, -0.1>,
PSYS_SRC_ACCEL, < 0.0 , 0.0, -0.1>, // push on each particle, given as xyz vector data
PSYS_SRC_BURST_PART_COUNT, 8,
PSYS_SRC_BURST_PART_COUNT, 8, // how many to emit at each burst
PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_RADIUS, 0.0, // how close to center of emitter to emit
PSYS_SRC_BURST_SPEED_MIN, 0.8,
PSYS_SRC_BURST_SPEED_MIN, 0.8, // slowest speed
PSYS_SRC_BURST_SPEED_MAX, 1.2,
PSYS_SRC_BURST_SPEED_MAX, 1.2, // fastest speed
//PSYS_SRC_TARGET_KEY, target,
//PSYS_SRC_TARGET_KEY, target, // no target so // commented out
PSYS_SRC_INNERANGLE, PI,  
//PSYS_SRC_INNERANGLE, PI, // for angle patterns only
PSYS_SRC_OUTERANGLE, 0.0,
//PSYS_SRC_OUTERANGLE, 0.0, // for angle patterns only
PSYS_SRC_OMEGA, < 0, 0, 0 >,
PSYS_SRC_OMEGA, < 0, 0, 0 >, // emitter rotates after each burst.
PSYS_SRC_MAX_AGE, life, //*
PSYS_SRC_MAX_AGE, life, //* life of sprite display in seconds defined above
PSYS_SRC_TEXTURE, "",
PSYS_SRC_TEXTURE, "", // system texture if ""
PSYS_PART_START_ALPHA, 1.0,
PSYS_PART_START_ALPHA, 1.0,// start fully visible
PSYS_PART_END_ALPHA, 0.0
PSYS_PART_END_ALPHA, 0.0 // end completely transparent
     ]);
     ]);
}
}
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//// NOTES
//// NOTES --------------------------------------------------


//  if you wish to target owner, the target = llGetOwner(),
//  if you wish to target owner, the target = llGetOwner(),
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</lsl>
</lsl>
Touch & it goes!

Revision as of 19:49, 27 June 2014

  • 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;

<lsl> // 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.


</lsl>