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flame burst particle script

Icarus DuCasse
Registered User
Join date: 28 Jan 2007
Posts: 27
02-21-2007 17:13
Hi,

Ive composed a simple particle script to emit a flame texture. Used when a car changes to hovermode and bursts out from the wheels.
The script is working and looks ok but occasionally a texture floats further then its supposed to do giving the whole an unrealistic view. I was thinking to perhaps rez an object when in hover mode and set a llSetTextureAnimation? but that seems rather complicated. Suggestion on how to make it more stable is very appreciated.

Cheers,

CODE

vector startcolor=<1, 1, 1>;
vector endcolor=<1, 1, 1>;
float startalpha=.75;
float endalpha=.75;
vector startsize=<1, 1, 1>;
vector endsize=<0.1,.1, .1>;
float maxage= 1;
vector acceleration=<-1.0, -5.0, 0>;
string texture="flame";
float burstrate=.2;
float innerangle=.0;
float outerangle=.1;
integer partcount=1;
float minspeed=.9;
float maxspeed=.9;
float radius=.9;
float systemage=0.0;
key target=" ";


default
{
state_entry()
{
llParticleSystem([PSYS_PART_FLAGS, PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_FOLLOW_SRC_MASK|PSYS_SRC_PATTERN_ANGLE_CONE|PSYS_PART_EMISSIVE_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE,
PSYS_PART_START_COLOR, startcolor,
PSYS_PART_START_ALPHA, startalpha,
PSYS_PART_END_COLOR, endcolor,
PSYS_PART_END_ALPHA, endalpha,
PSYS_PART_START_SCALE, startsize,
PSYS_PART_END_SCALE, endsize,
PSYS_PART_MAX_AGE, maxage,
PSYS_SRC_ACCEL, acceleration,
PSYS_SRC_TEXTURE, texture,
PSYS_SRC_BURST_RATE, burstrate,
PSYS_SRC_INNERANGLE, innerangle,
PSYS_SRC_OUTERANGLE, outerangle,
PSYS_SRC_BURST_PART_COUNT, partcount,
PSYS_SRC_BURST_SPEED_MAX, maxspeed,
PSYS_SRC_BURST_SPEED_MIN, minspeed,
PSYS_SRC_BURST_RADIUS, radius,
PSYS_SRC_MAX_AGE, systemage
]);

}
}
Icarus DuCasse
Registered User
Join date: 28 Jan 2007
Posts: 27
02-21-2007 20:02
I experienced the drop pattern fits my need better. which solves my question.
thx anyways