I'm fiddling around with a particle script and have one big problem :
No matter how I rotate the object containing the script, the direction of particle emission always stays the same, but I need the direction to change the same way as the object is rotated inworld

Here is the script I'm using :
integer glow = FALSE; // 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 = TRUE; // Particles follow the source
integer followVel = FALSE; // 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_EMPTY;
key target = "";
// Particle paramaters
float age = 1; // Life of each particle
float maxSpeed = 2; // Max speed each particle is spit out at
float minSpeed = 1; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.5; // Start alpha (transparency) value
float endAlpha = 0.5; // End alpha (transparency) value
vector startColor = <7,25,34.45>; // Start color of particles <R,G,B>
vector endColor = <1,252,34.4>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <0.01,0.01,0.01>; // Start size of particles
vector endSize = <0.5,0.5,0.5>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,1>; // Force pushed on particles
// System paramaters
float rate = .01; // How fast (rate) to emit particles
float radius = .9; // Radius to emit particles for BURST pattern
integer count = 999; // How many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <1,2,3>; // Rotation of ANGLE patterns around the source
float life = 1; // Life in seconds for the system to make particles
float delay =3;
// Script variables
integer flags;
updateParticles()
{
//rotation N_rot = llGetRot();
//vector push = llRot2Euler(N_rot);
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
]);
llSleep(delay);
}
default
{
state_entry()
{
integer fog = TRUE;
while (fog = TRUE)
{
updateParticles();
}
}
}
Anyone got an idea what I'm doing wrong ?
Thanks in advance
