User:Toady Nakamura/Particle Mist for Fountains Script: Difference between revisions
m added "mist for fountains" script - we use this one in classes a lot, I've been giving it away at least since 2010 |
(No difference)
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Revision as of 15:34, 25 March 2012
Particle System 1.0
- This script will make steady mist, useful for fountains, fire logs, small waterfalls and so on.
- Once the script has done its job and made the particles, you can take the script out of the prim to save on script load.
- Be sure you keep a scripted copy in inventory in case you wish to use it later.
<lsl>
// Particle System 1.0
// This script will make steady mist, useful for fountains, fire logs, small waterfalls and so on.
// Once the script has done its job and made the particles, you can take the script out of the prim
// to save on script load. Be sure you keep a scripted copy in inventory in case you wish to use it later.
// --->> first is a user defined function to create the particle display.
StartSteam() { //---->>>> This first part is where you make choices in how your particles will appear.
// MASK FLAGS: set to "TRUE" to enable integer glow = TRUE; // Makes the particles glow integer bounce = TRUE; // Make particles bounce on Z plane of objects integer interpColor = TRUE; // Color - from start value to end value integer interpSize = TRUE; // Size - from start value to end value integer wind = FALSE; // Particles effected by wind integer followSource = FALSE; // Particles follow the source integer followVel = TRUE; // Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE //PSYS_SRC_PATTERN_DROP // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY // PSYS_SRC_PATTERN_ANGLE_CONE // PSYS_SRC_PATTERN_ANGLE
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;
// Particle parameters
float age = 3; // Life of each particle float maxSpeed = 0.05; // Max speed each particle is spit out at float minSpeed = 0.0; // Min speed each particle is spit out at string texture = ""; // Texture used for particles, default used if blank float startAlpha = .25; // Start alpha (transparency) value float endAlpha = 0.0; // End alpha (transparency) value vector startColor = <0.9,0.9,1>; // Start color of particles <R,G,B> vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <.25,.25,.25>; // Start size of particles vector endSize = <3,3,3>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0.5>; // Force pushed on particles
// System paramaters
float rate = 0.3; // How fast (rate) to emit particles float radius = 0.3; // Radius to emit particles for BURST pattern integer count = 12; // How many particles to emit per BURST float outerAngle = 0.1; // Outer angle for all ANGLE patterns float innerAngle = 0.65; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles
//--->> This is the part where your choices are assembled into machine readable code. //--->> You don't have to change anything from here down.
integer flags;
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_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,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() { // makes particles as soon as placed in prim // or after you hit "save>reset" if you change things StartSteam(); }
} </lsl>