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Particles closer to Parent

Milli Santos
La Princesse
Join date: 12 Oct 2006
Posts: 112
02-02-2007 02:08
Hi everyone,

Could someone please tell me how to adjust the following script so that the particles hover closer to the prim that contains the script? Which part can I change to make them closer and further away?

Cheers!!
Milli
CODE
// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = TRUE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";

// Particle paramaters
float age = 1.5; // Life of each particle
float maxSpeed = 0; // Max speed each particle is spit out at
float minSpeed = 0; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor = <0.83922, 0.78824, 0.55294>; // Start color of particles <R,G,B>
vector endColor = <0.66667, 0.85098, 0.41961>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.3,.3,.3>; // Start size of particles
vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = 0.1; // How fast (rate) to emit particles
float radius = 3; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = 1.55; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <0,0,3>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}

default
{
state_entry()
{
updateParticles();
//llParticleSystem([]);
}
}
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
02-02-2007 03:36
float radius = 3;