Difference between revisions of "LlMakeFire"

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{{LSL_Function
{{LSL_Function
|inject-2={{LSL Function/offset|offset|dead=*}}{{LSL Function/inventory|texture|type=texture|uuid=true}}
|func_id=103|func_sleep=0.1|func_energy=10.0
|func_id=103|func_sleep=0.1|func_energy=10.0
|func=llMakeFire|p1_type=integer|p1_name=particles|p2_type=float|p2_name=scale|p3_type=float|p3_name=vel|p4_type=float|p4_name=lifetime|p5_type=float|p5_name=arc|p6_type=string|p6_name=texture|p7_type=vector|p7_name=offset
|func=llMakeFire|p1_type=integer|p1_name=particles|p2_type=float|p2_name=scale|p3_type=float|p3_name=vel|p4_type=float|p4_name=lifetime|p5_type=float|p5_name=arc|p6_type=string|p6_name=texture|p7_type=vector|p7_name=offset

Revision as of 11:11, 18 June 2012

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

Summary

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

Make fire 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.
All Issues ~ Search JIRA for related Bugs

Examples

Notes

Beginning in 1.14, the simulator will be using llParticleSystem to emulate legacy llMakeFire particles. <lsl> llMakeFire(integer particle_count,

          float particle_scale,
          float particle_speed,
          float particle_lifetime,
          float source_cone,
          string source_texture_id,
          vector local_offset);

</lsl> <lsl> fakeMakeFire(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

Deep Notes

Search JIRA for related Issues

Signature

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