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| Category: | Contributor: | Description | |
| Particles | anonymous | SteamJunk: Jet Flame (large) (blue) | |
large clouds of blue smoke
The Script
Download this script - Please use this link to get this script. If you see all the code on one long line, please use Wordpad or another editor, such as LSLEdit.exe. The .LSL file you will download is an ordinary text file.
1 default { 2 state_entry() { 3 llParticleSystem( [ 5 PSYS_PART_START_SCALE, <15.5,15.5, 0>, PSYS_PART_END_SCALE, <0,2.0, 0>, 6 PSYS_PART_START_COLOR, <.2,.2,1>, PSYS_PART_END_COLOR, <.5,1,1>, 7 PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0, 8 10 PSYS_SRC_BURST_RATE, 0.01, 11 PSYS_PART_MAX_AGE, 3.4, 12 PSYS_SRC_MAX_AGE, 0.0, 13 14 PSYS_SRC_PATTERN, 8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE, 15 PSYS_SRC_ACCEL, <0.0,0.0,0.0>, 16 17 // PSYS_SRC_BURST_RADIUS, 0.0, 18 PSYS_SRC_BURST_SPEED_MIN, .01, PSYS_SRC_BURST_SPEED_MAX, 3.01, 19 20 PSYS_SRC_ANGLE_BEGIN, 1*DEG_TO_RAD, PSYS_SRC_ANGLE_END, 0*DEG_TO_RAD, 21 PSYS_SRC_OMEGA, <0,0,0>, 22 23 // PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1), 24 25 PSYS_PART_FLAGS, ( 0 30 // | PSYS_PART_WIND_MASK 31 // | PSYS_PART_BOUNCE_MASK 32 // | PSYS_PART_FOLLOW_SRC_MASK 33 // | PSYS_PART_TARGET_POS_MASK 34 // | PSYS_PART_TARGET_LINEAR_MASK 35 ) ] ); 36 } 37 } 38 39 40 // (particle appearance settings) 41 42 // TEXTURE, can be an "Asset UUID" key copied from a modable texture, or the name of a texture in the prim's inventory. 43 // 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. 44 // END_SCALE requires the INTERP_SCALE_MASK 45 // COLOR, red,green,blue values from 0,0,0(black) to 1,1,1 (white) 46 // ALPHA, 0.0 = invisible, less than 0.1 may not get seen, 1.0 = solid/opaque 47 // END_COLOR and END_ALPHA both require INTERP_COLOR_MASK 48 49 // (emitter controls) 50 51 // BURST_PART_COUNT 1 to 4096 52 // BURST_RATE 0.0 to 60.0? # of seconds between bursts, smaller = faster 53 // PART_MAX_AGE, 0.0 to 30.0, particle lifespan in seconds 54 // SRC_MAX_AGE - emitter auto-off interval 0.0 never times out. 1.0 to 60.0. 55 56 // (placement and movement settings) 57 58 // PATTERN, 59 // DROP, no initial velocity, direction or distance from emitter 60 // EXPLODE, spray in all directions 61 // ANGLE, "fan" shape defined by ANGLE BEGIN and END values 62 // ANGLE_CONE, "ring" or "cone" shapes defined by ANGLE BEGIN and END values 63 64 // ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns) 65 66 // RADIUS 0.0 to 50.0? distance from emitter to create new particles 67 // (Useless with DROP pattern and FOLLOW_SRC option) 68 69 // SPEED, 0.01 to 50.0? Sets range of starting velocities. (Useless with DROP pattern.) 70 71 // ANGLE_BEGIN & END, 0.0 (up) to PI (down), (Only useful with ANGLE patterns) 72 73 // OMEGA, x,y,z 0.0 to PI? Sets distance to rotate emitter nozzle between bursts 74 // (Only useful with ANGLE patterns) 75 76 // TARGET_KEY, "key", (requires a TARGET option below) can be many things : 77 // llGetOwner() 78 // llGetKey() target self 79 // llGetLinkKey(1) target parent prim 80 // llGetLinkKey(llGetLinkNum() + 1) target next prim in link set 81 82 // (on/off options that affect how particles look) 83 84 // EMISSIVE identical to "full bright" setting on prims 85 // FOLLOW_VELOCITY particle texture 'tilts' towards the direction it's moving 86 // INTERP_COLOR causes color and alpha to change over time 87 // INTERP_SCALE causes particle size to change over time 88 89 // (on/off options that affect how particles move) 90 91 // BOUNCE particles can't go below altitude of emitter 92 // WIND sim's wind will push particles around 93 // FOLLOW_SRC makes particles move (but not rotate) if their emitter moves, (disables RADIUS) 94 // TARGET_POS causes particles to home in on a target object 95 // TARGET_LINEAR forces a DROP pattern like behavior and disables wind.