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WindyWeather Vanalten
Registered User
Join date: 27 Nov 2006
Posts: 53
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01-21-2007 12:44
[Please remove MODEREATED version in Scripting Library.] I'm asking a question. Thanks. I'd like to find an example of a particle script that does a laser pointer. I've been playing for a while and read the llParticleSystem() wiki, but can't get a long line that looks like a laser pointer. All I can make is a short red line - 1 m or so long. I need something many meters long - 50m or more. And so I can direct it. I'll figure the rotations if I know where to put them in. I"m gonna look at PSYS_SRC_TARGET_KEY, but I'd rather have a beam based on source prim rotation to start with. Thanks much, wwv
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JoeTheCatboy Freelunch
Registered User
Join date: 14 Jun 2006
Posts: 42
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01-21-2007 20:11
More or less impossible with the particle system, you're better off using a textured prim, but even then it wouldn't be that long (10 m). Unless you find a super thin gigantic cylinder
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nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
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01-22-2007 06:40
This is something I very quickly threw together, not sure it'd satisfy your requirements but it might be a good starting point. You'll need to adjust the PSYS_SRC_BURST_RATE depending on the distance to target (which is llGetOwner() currently). Adjusting the X-scale will vary the thickness of the beam, Y-scale will vary how long each particle is (shorter ones look better when looking along the beam but can be choppy viewed perpendicular to the beam). Colour interpolation is only to show you clearly how the particles are split. Without interpolated colour it should make a good consistent beam. Milage may vary from user to user, as number of particles in area and users preferences mean that not all particles are shown for some. [PSYS_PART_FLAGS,0 | PSYS_PART_FOLLOW_SRC_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK | PSYS_PART_TARGET_LINEAR_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_TARGET_POS_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_START_COLOR, <1.0, 0.0, 0.0>, PSYS_PART_END_ALPHA, 1.0, PSYS_PART_END_COLOR, <0.0, 1.0, 0.0>, PSYS_PART_START_SCALE, <0.05, 0.25, 0>, PSYS_PART_END_SCALE, <0.05, 0.25, 0>, PSYS_SRC_ACCEL, <0, 0, 0>, PSYS_SRC_OMEGA, <0, 0, 0>, PSYS_PART_MAX_AGE, 1.0, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 360.0, PSYS_SRC_BURST_PART_COUNT, 1, PSYS_SRC_BURST_RADIUS, 0.0, PSYS_SRC_BURST_RATE, 0.05, PSYS_SRC_BURST_SPEED_MIN, 0.0, PSYS_SRC_BURST_SPEED_MAX, 0.0, PSYS_SRC_TARGET_KEY, llGetOwner(), PSYS_SRC_TEXTURE, "34f2d0b0-6afd-c141-9562-b2d12d24ae4b" ]
Generated with nand Nerd's Web-based Particle System Interface
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www.nandnerd.info http://ordinalmalaprop.com/forum - Ordinal Malaprop's Scripting Forum
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Geuis Dassin
Filming Path creator
Join date: 3 May 2006
Posts: 565
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01-22-2007 09:13
you go nand nerd! haha
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WindyWeather Vanalten
Registered User
Join date: 27 Nov 2006
Posts: 53
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Thanks very much.....
01-22-2007 21:11
Nand, Thanks very much... This will help me understand how to solve my problem. BTW... Not clear why | PSYS_PART_FOLLOW_TARGET_POS_MASK caused a compile error. Looks like it's undefined?? I removed this and all was well. How did that happen? Did this change in the last few days?? Thanks, WWV
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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01-22-2007 22:07
That's because Nand's particle system generator has a bug in it.  The correct value is PSYS_PART_TARGET_POS_MASK.
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nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
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01-23-2007 01:05
From: Talarus Luan That's because Nand's particle system generator has a bug in it.  The correct value is PSYS_PART_TARGET_POS_MASK. *slaps head* Doh! I'll run off now and fix that.
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