llMakeFire

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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 );
0.1 Forced Delay
10.0 Energy

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.

Examples

Notes

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

llMakeFire(integer particle_count,
           float particle_scale,
           float particle_speed,
           float particle_lifetime,
           float source_cone,
           string source_texture_id,
           vector local_offset);
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 | 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,        0.10,
        PSYS_PART_START_SCALE,      <particle_scale/2, particle_scale/2, 0.0>,
        PSYS_PART_END_SCALE,        <particle_scale, particle_scale, 0.0>,
        PSYS_PART_MAX_AGE,          0.5,
        PSYS_SRC_ACCEL,             <0.0, 0.0, 0.0>,
        PSYS_SRC_TEXTURE,           source_texture_id,
        PSYS_SRC_BURST_RATE,        5 / 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 llMakeFire has random particle lifetime, which cannot be
//       created in the current particle system via a single call
//    2) The original llMakeFire 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
//    5) These effects do not 'pump' like the older functions do,
//       i.e. its a single, set property, calling it 10 times won't cause
//       10x as many particles, as the old ones did

Deep Notes

Signature

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