Heathur Spaight
Registered User
Join date: 18 May 2005
Posts: 257
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01-21-2009 17:49
I"m not a scripter so I am probably not even asking this the right way but.. Does anyone know how to makes particles fall from a sphere or any prim - to fall down to the ground like snow does. I have a confetti script but my particles are falling straight out and up. Not sure what to change inside the script. Thanks for any help and sorry if I didn't ask right!
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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01-21-2009 18:40
See /54/d8/302790/1.html. Someone asked the same question last week. There must be something in the air. 
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Heathur Spaight
Registered User
Join date: 18 May 2005
Posts: 257
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01-21-2009 18:49
thank you, i'll check it out!
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Heathur Spaight
Registered User
Join date: 18 May 2005
Posts: 257
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01-21-2009 18:53
that says basically what the script i have says with the instructions at the top. i just can't figure out how to make the particles go all the way down but i'll keep trying.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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01-21-2009 21:48
Yes, but those particular parameters are snow particle parameters. Try them and see. The basic script always looks like that.
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arton Rotaru
Registered User
Join date: 27 Aug 2007
Posts: 43
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01-21-2009 22:15
Maybe this comes close to what you want. You can play with PSYS_SRC_BURST_RADIUS,4.0, to make the output wider or narrower. PSYS_SRC_ACCEL, <0.0,0.0,-0.5>, negative value on Z axis pushes the particles to ground. integer switch = FALSE; default { state_entry() { //code } touch_start(integer number){ //if (llDetectedKey(0) == llGetOwner()){ if (switch){ llSetTimerEvent(0.0); llParticleSystem([ ]); switch = FALSE; }else{ llSetTimerEvent(0.1); switch = TRUE; } } timer(){ float color_1 = llFrand(1.0); float color_2 = llFrand(1.0); float color_3 = llFrand(1.0); llParticleSystem([PSYS_PART_FLAGS,PSYS_PART_EMISSIVE_MASK |PSYS_PART_INTERP_COLOR_MASK |PSYS_PART_INTERP_SCALE_MASK //|PSYS_PART_WIND_MASK , PSYS_PART_MAX_AGE,30.0, PSYS_PART_START_COLOR, <color_1,color_2,color_3>, PSYS_PART_END_COLOR, <color_1,color_2,color_3>, PSYS_PART_START_SCALE,<.1,.1,.1>, PSYS_PART_END_SCALE,<.1,.1,.1>, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_SRC_BURST_RATE,0.02, PSYS_SRC_ACCEL, <0.0,0.0,-0.5>, PSYS_SRC_BURST_PART_COUNT,5, PSYS_SRC_BURST_RADIUS,4.0, PSYS_SRC_BURST_SPEED_MIN,0.5, PSYS_SRC_BURST_SPEED_MAX,1.5, PSYS_SRC_INNERANGLE,1.0, PSYS_SRC_OUTERANGLE,1.5, PSYS_SRC_OMEGA, <1.0,1.0,1.0>, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "", PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 1.0 ]); } }
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