User:Toady Nakamura/Particle Mist for Fountains Script
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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.
// 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();
}
}
Visit my LSL wiki page for my library of simple scripts ! Toady Nakamura