96 lines
4.3 KiB
Plaintext
96 lines
4.3 KiB
Plaintext
default {
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state_entry() {
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llParticleSystem( [
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PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0),
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PSYS_PART_START_SCALE, <15.5,15.5, 0>, PSYS_PART_END_SCALE, <0,2.0, 0>,
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PSYS_PART_START_COLOR, <.2,0,.2>, PSYS_PART_END_COLOR, <.5,1,1>,
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PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0,
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PSYS_SRC_BURST_PART_COUNT, 1,
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PSYS_SRC_BURST_RATE, 0.01,
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PSYS_PART_MAX_AGE, 3.4,
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PSYS_SRC_MAX_AGE, 0.0,
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PSYS_SRC_PATTERN, 8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
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PSYS_SRC_ACCEL, <0.0,0.0,0.0>,
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// PSYS_SRC_BURST_RADIUS, 0.0,
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PSYS_SRC_BURST_SPEED_MIN, .01, PSYS_SRC_BURST_SPEED_MAX, 3.01,
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PSYS_SRC_ANGLE_BEGIN, 1*DEG_TO_RAD, PSYS_SRC_ANGLE_END, 0*DEG_TO_RAD,
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PSYS_SRC_OMEGA, <0,0,0>,
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// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),
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PSYS_PART_FLAGS, ( 0
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| PSYS_PART_INTERP_COLOR_MASK
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| PSYS_PART_INTERP_SCALE_MASK
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| PSYS_PART_EMISSIVE_MASK
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| PSYS_PART_FOLLOW_VELOCITY_MASK
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// | PSYS_PART_WIND_MASK
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// | PSYS_PART_BOUNCE_MASK
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// | PSYS_PART_FOLLOW_SRC_MASK
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// | PSYS_PART_TARGET_POS_MASK
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// | PSYS_PART_TARGET_LINEAR_MASK
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) ] );
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}
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}
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// (particle appearance settings)
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// TEXTURE, can be an "Asset UUID" key copied from a modable texture, or the name of a texture in the prim's inventory.
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// SCALE, vector's x and y can be 0.0 to 4.0. z is ignored. Values smaller than 0.04 might not get rendered.
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// END_SCALE requires the INTERP_SCALE_MASK
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// COLOR, red,green,blue values from 0,0,0(black) to 1,1,1 (white)
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// ALPHA, 0.0 = invisible, less than 0.1 may not get seen, 1.0 = solid/opaque
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// END_COLOR and END_ALPHA both require INTERP_COLOR_MASK
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// (emitter controls)
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// BURST_PART_COUNT 1 to 4096
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// BURST_RATE 0.0 to 60.0? # of seconds between bursts, smaller = faster
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// PART_MAX_AGE, 0.0 to 30.0, particle lifespan in seconds
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// SRC_MAX_AGE - emitter auto-off interval 0.0 never times out. 1.0 to 60.0.
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// (placement and movement settings)
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// PATTERN,
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// DROP, no initial velocity, direction or distance from emitter
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// EXPLODE, spray in all directions
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// ANGLE, "fan" shape defined by ANGLE BEGIN and END values
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// ANGLE_CONE, "ring" or "cone" shapes defined by ANGLE BEGIN and END values
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// ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns)
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// RADIUS 0.0 to 50.0? distance from emitter to create new particles
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// (Useless with DROP pattern and FOLLOW_SRC option)
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// SPEED, 0.01 to 50.0? Sets range of starting velocities. (Useless with DROP pattern.)
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// ANGLE_BEGIN & END, 0.0 (up) to PI (down), (Only useful with ANGLE patterns)
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// OMEGA, x,y,z 0.0 to PI? Sets distance to rotate emitter nozzle between bursts
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// (Only useful with ANGLE patterns)
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// TARGET_KEY, "key", (requires a TARGET option below) can be many things :
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// llGetOwner()
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// llGetKey() target self
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// llGetLinkKey(1) target parent prim
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// llGetLinkKey(llGetLinkNum() + 1) target next prim in link set
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// (on/off options that affect how particles look)
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// EMISSIVE identical to "full bright" setting on prims
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// FOLLOW_VELOCITY particle texture 'tilts' towards the direction it's moving
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// INTERP_COLOR causes color and alpha to change over time
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// INTERP_SCALE causes particle size to change over time
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// (on/off options that affect how particles move)
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// BOUNCE particles can't go below altitude of emitter
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// WIND sim's wind will push particles around
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// FOLLOW_SRC makes particles move (but not rotate) if their emitter moves, (disables RADIUS)
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// TARGET_POS causes particles to home in on a target object
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// TARGET_LINEAR forces a DROP pattern like behavior and disables wind.
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