User:Toady Nakamura/Particle Mist for Fountains Script: Difference between revisions

From Second Life Wiki
Jump to navigation Jump to search
Toady Nakamura (talk | contribs)
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)

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>