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Cedric Easterwood
Registered User
Join date: 28 Aug 2008
Posts: 25
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10-22-2008 20:43
I need a script that causes a particle burst on collision. I'm making a set of invisiprim shots from the hand that sticks to it's impact point. But here's the problem: I have no particle on collision script to make an effect of being hit with it. Now, I don't want much from it, just a templatethat allows me to edit it's colors size, effects, etc. the basics, you know? I will pay you 50L for it, if you are so inclined and if it is allowed on here. if not, disreguard the price lol
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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10-22-2008 22:08
This should be about what you want I think. This script has not yet been compiled, so it may need a minor syntax fix or two, but it is based on a template I use for all particles, so it shouldn't have too many issues. float BURST_DURATION = 1.5;
particlesOn() { llParticleSystem( [ PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 1.0, PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_START_SCALE, <1.0, 1.0, 1.0>, PSYS_PART_END_SCALE, <1.0, 1.0, 1.0>, PSYS_PART_MAX_AGE, 1.0, PSYS_SRC_MAX_AGE, BURST_DURATION, PSYS_SRC_ACCEL, ZERO_VECTOR, PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, PI, PSYS_SRC_BURST_PART_COUNT, 1, PSYS_SRC_BURST_RADIUS, 0.0, PSYS_SRC_BURST_RATE, 1.0, PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 1.0, //PSYS_SRC_OMEGA, ZERO_VECTOR, //PSYS_SRC_TARGET_KEY, NULL_KEY, //PSYS_SRC_TEXTURE, "", PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE, //PSYS_SRC_PATTERN_ANGLE_CONE, //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY, //PSYS_SRC_PATTERN_DROP, //PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_FLAGS, 0 //| PSYS_PART_BOUNCE_MASK //| PSYS_PART_EMISSIVE_MASK //| PSYS_PART_FOLLOW_SRC_MASK //| PSYS_PART_FOLLOW_VELOCITY_MASK //| PSYS_PART_INTERP_COLOR_MASK //| PSYS_PART_INTERP_SCALE_MASK //| PSYS_PART_TARGET_LINEAR_MASK //| PSYS_PART_TARGET_POS_MASK //| PSYS_PART_WIND_MASK ]); }
particlesOff() { llParticleSystem([]); }
default { state_entry() { particlesOff(); }
collision(integer nDetected) { particlesOn(); llSetTimerEvent(BURST_DURATION); }
timer() { particlesOff(); llSetTimerEvent(0.0); } }
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