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Category: Contributor: Description
Particles anonymous SteamJunk: Jet Flame (large) (blue)
large clouds of blue smoke
The Script

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1 default {
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>,
8
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
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
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.