I have this script and need to put in a way for the script to grab a random texture from the inventory for each emission, OR to use a list of the textures in inventory for it to cycle through for each emission. Hope someone can help me. Here is the script:
default {
state_entry() {
llParticleSystem(
[
// texture parameters:
PSYS_SRC_TEXTURE , "",
PSYS_PART_START_SCALE , <1.00000, 1.00000, 0.00000>, PSYS_PART_END_SCALE , <1.00000, 1.00000, 0.00000>,
PSYS_PART_START_COLOR , <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR , <1.00000, 1.00000, 1.00000>,
PSYS_PART_START_ALPHA , (float)1.000000, PSYS_PART_END_ALPHA , (float)1.000000,
// production parameters:
PSYS_SRC_BURST_PART_COUNT , 1,
PSYS_SRC_BURST_RATE , (float)0.340000,
PSYS_PART_MAX_AGE , (float)2.390000,
PSYS_SRC_MAX_AGE , (float)0.000000,
// placement parameters:
PSYS_SRC_PATTERN , 4,
PSYS_SRC_BURST_SPEED_MIN , (float)0.744597, PSYS_SRC_BURST_SPEED_MAX , (float)0.744597,
PSYS_SRC_BURST_RADIUS , (float)0.000000,
// placement parameters (for angles only):
PSYS_SRC_ANGLE_BEGIN , (float)0.392024,
PSYS_SRC_ANGLE_END , (float)0.000000,
PSYS_SRC_OMEGA , <0.00000, 0.00000, 0.00000>,
// after-effects & influences:
PSYS_SRC_ACCEL , <0.00000, 0.00000, 0.00000>,
PSYS_SRC_TARGET_KEY , (key)"",
PSYS_PART_FLAGS , ( 0 // texture & influence options:
// | PSYS_PART_INTERP_COLOR_MASK
// | PSYS_PART_INTERP_SCALE_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_WIND_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_FOLLOW_VELOCITY_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
| PSYS_PART_EMISSIVE_MASK
)] );
}
}
