Difference between revisions of "LlMakeExplosion"

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todo: Write an equivalent llParticleSystem example script that duplicates the functionality of this particle command.
 
Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeExplosion particles.
 
llMakeExplosion(integer particle_count,
              float particle_scale,
              float particle_speed,
              float particle_lifetime,
              float source_cone,
              string source_texture_id,
              vector local_offset);
 
fakeMakeExplosion(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,        0.50,
      PSYS_PART_END_ALPHA,        0.25,
      PSYS_PART_START_SCALE,        <particle_scale, particle_scale, 0.0>,
      PSYS_PART_END_SCALE,        <particle_scale * 2 + particle_lifetime, particle_scale * 2 + particle_lifetime, 0.0>,          PSYS_PART_MAX_AGE,            particle_lifetime,
      PSYS_SRC_ACCEL,                <0.0, 0.0, 0.0>,
      PSYS_SRC_TEXTURE,            source_texture_id,
      PSYS_SRC_BURST_RATE,        1.0,
      PSYS_SRC_ANGLE_BEGIN,        0.0,
      PSYS_SRC_ANGLE_END,            source_cone * PI,
      PSYS_SRC_BURST_PART_COUNT,    particle_count / 2,
      PSYS_SRC_BURST_RADIUS,        0.0,
      PSYS_SRC_BURST_SPEED_MIN,    particle_speed / 3,
      PSYS_SRC_BURST_SPEED_MAX,    particle_speed * 2/3,
      PSYS_SRC_MAX_AGE,            particle_lifetime / 2,
      PSYS_SRC_OMEGA,                <0.0, 0.0, 0.0>
      ]);
}
  //    Known discrepencies:
//    1) The original llMakeExplosion has random particle lifetime, which cannot be
//      created in the current particle system via a single call
  //    2) The original llMakeExplosion has continual particle growth throughout its
//      lifetime, ending well past the 4m limit of the current system, on long lived
//      particles
  //    3) the 'arc' defined in the original particle system seems to orient along the
//      X axis, the angles of the current particle system orient along the Z axis
  //    4) 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
  //    5) There is no way to duplicate the offset from the old functions within the
//      new particle system

Revision as of 16:20, 23 March 2007

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

Summary

Function: llMakeExplosion( integer particles, float scale, float vel, float lifetime, float arc, string texture, vector offset );
0.1 Forced Delay
10.0 Energy

Make a round explosion of particles

• integer particles
• float scale
• float vel
• float lifetime
• float arc
• string texture
• vector offset

Caveats

  • This function causes the script to sleep for 0.1 seconds.
  • This function has been deprecated, please use llParticleSystem instead.

Examples

Deep Notes

Signature

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


Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeExplosion particles.

llMakeExplosion(integer particle_count,
              float particle_scale,
              float particle_speed,
              float particle_lifetime,
              float source_cone,
              string source_texture_id,
              vector local_offset);
fakeMakeExplosion(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,        0.50,
      PSYS_PART_END_ALPHA,        0.25,
      PSYS_PART_START_SCALE,        <particle_scale, particle_scale, 0.0>,
      PSYS_PART_END_SCALE,        <particle_scale * 2 + particle_lifetime, particle_scale * 2 + particle_lifetime, 0.0>,          PSYS_PART_MAX_AGE,            particle_lifetime,
      PSYS_SRC_ACCEL,                <0.0, 0.0, 0.0>,
      PSYS_SRC_TEXTURE,            source_texture_id,
      PSYS_SRC_BURST_RATE,        1.0,
      PSYS_SRC_ANGLE_BEGIN,        0.0,
      PSYS_SRC_ANGLE_END,            source_cone * PI,
      PSYS_SRC_BURST_PART_COUNT,    particle_count / 2,
      PSYS_SRC_BURST_RADIUS,        0.0,
      PSYS_SRC_BURST_SPEED_MIN,    particle_speed / 3,
      PSYS_SRC_BURST_SPEED_MAX,    particle_speed * 2/3,
      PSYS_SRC_MAX_AGE,            particle_lifetime / 2,
      PSYS_SRC_OMEGA,                <0.0, 0.0, 0.0>
      ]);
}
 //    Known discrepencies:
//    1) The original llMakeExplosion has random particle lifetime, which cannot be
//       created in the current particle system via a single call
 //    2) The original llMakeExplosion has continual particle growth throughout its
//       lifetime, ending well past the 4m limit of the current system, on long lived
//       particles
 //    3) the 'arc' defined in the original particle system seems to orient along the
//       X axis, the angles of the current particle system orient along the Z axis
 //    4) 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
 //    5) There is no way to duplicate the offset from the old functions within the
//       new particle system