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- //i have these particles and i want them to be activated by another prim if collided then they will activate but then stop until another collision
- //Particles VVVVVV
- integer glow = TRUE; // Make the particles glow
- integer bounce = FALSE; // Make particles bounce on Z plan of object
- integer interpColor = TRUE; // Go from start to end color
- integer interpSize = TRUE; // Go from start to end size
- 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 paramaters
- float age = 1.5; // Life of each particle
- float maxSpeed = .2; // Max speed each particle is spit out at
- float minSpeed = .1; // Min speed each particle is spit out at
- string texture; // Texture used for particles, default used if blank
- float startAlpha = 10; // Start alpha (transparency) value
- float endAlpha = 10; // End alpha (transparency) value
- vector startColor = <0,25,0>; // Start color of particles <R,G,B>
- vector endColor = <0.000, 0.455, 0.851>; // End color of particles <R,G,B> (if interpColor == TRUE)
- vector startSize = <.5,.5,.5>; // Start size of particles
- vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)
- vector push = <0,0,1>; // Force pushed on particles
- // System paramaters
- float rate = .1; // How fast (rate) to emit particles
- float radius = 0.1; // Radius to emit particles for BURST pattern
- integer count = 20; // How many particles to emit per BURST
- float outerAngle = 1.54; // Outer angle for all ANGLE patterns
- float innerAngle = 1.55; // Inner angle for all ANGLE patterns
- vector omega = <0,0,10>; // Rotation of ANGLE patterns around the source
- float life = 0; // Life in seconds for the system to make particles
- // Script variables
- integer flags;
- updateParticles()
- {
- 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()
- {
- updateParticles();
- }
- }
- //What will activate the paricles
- default
- {
- collision_start(integer num)
- {
- llSay(2, "start");
- }
- }
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