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Dec 31st, 2018
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  1. // Originally done as an experiment with a combat system. This version has the combat stuff cleaned out.
  2.  
  3. // Put it in an object and set it to physical.
  4.  
  5. integer particle_count = 50;
  6. float particle_scale = 1;
  7. float particle_speed = 1;
  8. float particle_lifetime = 3;
  9. float source_cone = 1;
  10.  
  11. integer combat_channel = 2224;
  12.  
  13. kaboomz() // explosion
  14. {
  15.     llTriggerSound("b6d0b6ea-34b4-2920-18b1-56bbe3529d87",0.8);
  16.     llParticleSystem([
  17.         PSYS_PART_FLAGS,            PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK | PSYS_PART_WIND_MASK,
  18.         PSYS_SRC_PATTERN,           PSYS_SRC_PATTERN_ANGLE_CONE,
  19.         PSYS_PART_START_COLOR,      <0.123, 0.123, 0.123>,
  20.         PSYS_PART_END_COLOR,        <0.123, 0.123, 0.123>,
  21.         PSYS_PART_START_ALPHA,      0.50,
  22.         PSYS_PART_END_ALPHA,        0.1,
  23.         PSYS_PART_START_SCALE,      <particle_scale, particle_scale, 0.0>,
  24.         PSYS_PART_END_SCALE,        <particle_scale * 2 + particle_lifetime, particle_scale * 2 + particle_lifetime, 0.0>,
  25.         PSYS_PART_MAX_AGE,          particle_lifetime,
  26.         PSYS_SRC_ACCEL,             <0.0, 0.0, 0.0>,
  27.         PSYS_SRC_BURST_RATE,        1.0,
  28.         PSYS_SRC_ANGLE_BEGIN,       0.0,
  29.         PSYS_SRC_ANGLE_END,         source_cone * PI,
  30.         PSYS_SRC_BURST_PART_COUNT,  particle_count / 2,
  31.         PSYS_SRC_BURST_RADIUS,      0.0,
  32.         PSYS_SRC_BURST_SPEED_MIN,   particle_speed / 3,
  33.         PSYS_SRC_BURST_SPEED_MAX,   particle_speed * 2/3,
  34.         PSYS_SRC_MAX_AGE,           particle_lifetime / 2,
  35.         PSYS_SRC_OMEGA,             <0.0, 0.0, 0.0>
  36.         ]);
  37.     llSleep(0.2);
  38. }
  39.  
  40. default
  41. {  
  42.     state_entry()
  43.     {
  44.         llCollisionSound("",0.0); // because default collision sound is lame
  45.     }
  46.  
  47.     collision_start(integer num)
  48.     {
  49.         llSetAlpha(0.0, ALL_SIDES);
  50.         kaboomz();
  51.         llDie();
  52.     }
  53. }
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