removed useless _ folders
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BasicParticle/BasicParticle.sol
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BasicParticle/BasicParticle.sol
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<Solution name="BasicParticle">
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<Project name="BasicParticle" path="BasicParticle\BasicParticle.prj" active="true"/>
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</Solution>
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BasicParticle/BasicParticle/BasicParticle.prj
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BasicParticle/BasicParticle/BasicParticle.prj
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<Project name="BasicParticle" guid="D6127954-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D6127A30-6C00-1014-B904-200204C60A89">
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<Script name="BasicParticle_1.lsl" guid="D612A0A0-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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103
BasicParticle/BasicParticle/Object/BasicParticle_1.lsl
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BasicParticle/BasicParticle/Object/BasicParticle_1.lsl
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// :CATEGORY:Particles
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// :NAME:BasicParticle
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// :AUTHOR:Encog Dod
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:38:48
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// :ID:84
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// :NUM:111
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// BasicParticle
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// :CODE:
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// From the book:
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//
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// Scripting Recipes for Second Life
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// by Jeff Heaton (Encog Dod in SL)
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// ISBN: 160439000X
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// Copyright 2007 by Heaton Research, Inc.
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//
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// This script may be freely copied and modified so long as this header
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// remains unmodified.
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//
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// For more information about this book visit the following web site:
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//
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// http://www.heatonresearch.com/articles/series/22/
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generalParticleEmitterOn()
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{
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llParticleSystem([
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PSYS_PART_FLAGS , 0
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//| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis
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| PSYS_PART_WIND_MASK //Particles are moved by wind
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| PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end
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| PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end
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| PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter
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| PSYS_PART_FOLLOW_VELOCITY_MASK//Particles are created at the velocity of the emitter
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//| PSYS_PART_TARGET_POS_MASK //Particles follow the target
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| PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow)
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//| PSYS_PART_TARGET_LINEAR_MASK//Undocumented--Sends particles in straight line?
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,
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//PSYS_SRC_TARGET_KEY , NULL_KEY,//The particles will head towards the specified key
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//Select one of the following for a pattern:
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//PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity
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//PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter
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//PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle
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//PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone
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//PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone
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PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE
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,PSYS_SRC_TEXTURE, "" //UUID of the desired particle texture, or inventory name
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,PSYS_SRC_MAX_AGE, 0.0 //Time, in seconds, for particles to be emitted. 0 = forever
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,PSYS_PART_MAX_AGE, 4.0 //Lifetime, in seconds, that a particle lasts
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,PSYS_SRC_BURST_RATE, 0.5 //How long, in seconds, between each emission
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,PSYS_SRC_BURST_PART_COUNT, 6 //Number of particles per emission
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,PSYS_SRC_BURST_RADIUS, 10.0 //Radius of emission
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,PSYS_SRC_BURST_SPEED_MIN, .4 //Minimum speed of an emitted particle
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,PSYS_SRC_BURST_SPEED_MAX, .5 //Maximum speed of an emitted particle
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,PSYS_SRC_ACCEL, <0,0,1> //Acceleration of particles each second
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,PSYS_PART_START_COLOR, <1,0,0> //Starting RGB color
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,PSYS_PART_END_COLOR, <1,0,0> //Ending RGB color, if INTERP_COLOR_MASK is on
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,PSYS_PART_START_ALPHA, 1.0 //Starting transparency, 1 is opaque, 0 is transparent.
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,PSYS_PART_END_ALPHA, 1.0 //Ending transparency
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,PSYS_PART_START_SCALE, <.25,.25,.25> //Starting particle size
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,PSYS_PART_END_SCALE, <1.5,1.5,1.5> //Ending particle size, if INTERP_SCALE_MASK is on
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,PSYS_SRC_ANGLE_BEGIN, 300 * DEG_TO_RAD //Inner angle for ANGLE patterns
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,PSYS_SRC_ANGLE_END, 60 * DEG_TO_RAD//Outer angle for ANGLE patterns
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,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega()
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]);
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}
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generalParticleEmitterOff()
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{
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llParticleSystem([]);
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}
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default
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{
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state_entry()
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{
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generalParticleEmitterOn();
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}
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touch_start( integer num )
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{
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// uncomment the following line to allow this effect to be turned off
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//state off;
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}
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}
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state off
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{
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state_entry()
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{
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generalParticleEmitterOff();
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}
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touch_start( integer num )
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{
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state default;
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}
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}
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