LlMakeSmoke

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

Summary

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

Make smoke like 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 llMakeSmoke particles.

llMakeSmoke(integer particle_count,
           float particle_scale,
           float particle_speed,
           float particle_lifetime,
           float source_cone,
           string source_texture_id,
           vector local_offset);
fakeMakeSmoke(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 | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_WIND_MASK,
       PSYS_SRC_PATTERN,           PSYS_SRC_PATTERN_ANGLE_CONE,
       PSYS_PART_START_COLOR,      <1.0, 1.0, 1.0>,
       PSYS_PART_END_COLOR,        <1.0, 1.0, 1.0>,
       PSYS_PART_START_ALPHA,      1.00,
       PSYS_PART_END_ALPHA,        0.05,
       PSYS_PART_START_SCALE,      <particle_scale, particle_scale, 0.0>,
       PSYS_PART_END_SCALE,        <10, 10, 0.0>,
       PSYS_PART_MAX_AGE,          3.0,
       PSYS_SRC_ACCEL,             <0.0, 0.0, 0.0>,
       PSYS_SRC_TEXTURE,           source_texture_id,
       PSYS_SRC_BURST_RATE,        10.0 / particle_count,
       PSYS_SRC_ANGLE_BEGIN,       0.0,
       PSYS_SRC_ANGLE_END,         source_cone * PI,
       PSYS_SRC_BURST_PART_COUNT,  1,
       PSYS_SRC_BURST_RADIUS,      0.0,
       PSYS_SRC_BURST_SPEED_MIN,   particle_speed,
       PSYS_SRC_BURST_SPEED_MAX,   particle_speed,
       PSYS_SRC_MAX_AGE,           particle_lifetime / 2,
       PSYS_SRC_OMEGA,             <0.0, 0.0, 0.0>
       ]);
}
//    Known discrepancies:
//    1) The original llMakeSmoke has random particle lifetime, which cannot be
//       created in the current particle system via a single call
//    2) The original llMakeSmoke has continual particle growth throughout its
//       lifetime, ending well past the 4m limit of the current system, on long lived
//       particles
//    3) several values are not taken 'verbatim' in the original particle system
//       (velocity is not m/sec for instance, and number of particles seems to be
//       wildly off), these are approximated loosely in this simulation via basic
//       divisors, which may not work out the same in some scenarios
//    4) There is no way to duplicate the offset from the old functions within the
//       new particle system

Deep Notes

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Signature

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