The problem here is not that the llParticleSystem() call as given by in OP is not emitting particles; it is emitting them aplenty, constantly and, in-fact, rather densely.
Assuming I am reading and understanding the requirements correctly, the problem is rather with what the OP wants this particle emission to do after it leaves the prim.
Rather than merely target an AV, I think requirement being described is for the emission to split into two branches; one branch should go to left and beyond the AV, the other to the right and beyond. This would obviously require knowing the current position of the AV, and firing in that direction but without actually using PSYS_SRC_TARGET_KEY
If the prim firing the emission is static, and always facing in the same direction, then this can be achieved as the following code demonstrates. The keys here are PSYS_PART_FOLLOW_VELOCITY_MASK, PSYS_SRC_PATTERN_ANGLE and the values in PSYS_SRC_ANGLE_BEGIN and ANGLE_END.
By setting PSYS_SRC_MAX_AGE = 0.0 you are in fact creating a constant stream. Or to quote the wiki: "Zero will give the particle system an infinite duration".
Setting PSYS_SRC_MAX_AGE != 0.0 will create the "blast" effect
default
{
state_entry()
{
llParticleSystem([
PSYS_PART_FLAGS, PSYS_PART_FOLLOW_VELOCITY_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,
PSYS_PART_START_ALPHA, 1.00,
PSYS_PART_END_ALPHA, 0.00,
PSYS_PART_START_COLOR, <1.00,0.00,0.00>,
PSYS_PART_END_COLOR, <1.00,0.00,0.00>,
PSYS_PART_START_SCALE, <0.05,4.00,0.00>,
PSYS_PART_END_SCALE, <0.05,4.00,0.00>,
PSYS_PART_MAX_AGE, 3.50,
PSYS_SRC_MAX_AGE, 0.00,
PSYS_SRC_ACCEL, <0.00,0.00,0.00>,
PSYS_SRC_ANGLE_BEGIN, 0.79,
PSYS_SRC_ANGLE_END, 0.52,
PSYS_SRC_BURST_PART_COUNT, 4,
PSYS_SRC_BURST_RADIUS, 0.10,
PSYS_SRC_BURST_RATE, 0.34,
PSYS_SRC_BURST_SPEED_MIN, 5.00,
PSYS_SRC_BURST_SPEED_MAX, 7.00,
PSYS_SRC_OMEGA, <0.00,0.00,0.00>,
PSYS_SRC_TEXTURE, "b708e484-aeef-8cc9-3896-dd661d4e6807"
]);
}
}
If, however, the prim is on the move ~ a weapon or vehicle, for example ~ it is more problematical and I cannot see an easy solution without using a "bullet" mechanism, or some variation on a possible solution proposed here:
/54/bd/223115/1.htmlThe original code but with the changed key values to create a two-branch particle emission blast is here. Rotate the prim to face the required direction

particles()
{
float occilation = 2.0;
float maxsysage = 2.0;
float maxspeed = 2.5;
float minspeed = 1.25;
float burstrad = 0.0;
integer burstcount = 20;
float burstrate = 0.01;
float outangle = 0.52;
float inangle = 0.79;
vector omega = <0.0,0.0,0.0>;
float startalph = 0.75;
float endalph = 0.015;
vector startscale = <2.0,2.0,2.0>;
vector endscale = <3.0,3.0,3.0>;
float maxage = 3;
vector accel = <0.0, 0.0, 0>;
string texture = "7f70a931-6300-8dbc-caca-8b09a9c2cf11";
list particle_parameters = [
PSYS_PART_FLAGS,
PSYS_PART_INTERP_COLOR_MASK |
PSYS_PART_INTERP_SCALE_MASK |
PSYS_PART_FOLLOW_VELOCITY_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,
PSYS_PART_START_COLOR, <1.0,0,0>,
PSYS_PART_START_ALPHA, startalph,
PSYS_PART_END_COLOR, <0, 0,0>,
PSYS_PART_END_ALPHA, endalph,
PSYS_PART_START_SCALE, startscale,
PSYS_PART_END_SCALE, endscale,
PSYS_PART_MAX_AGE, maxage,
PSYS_SRC_ACCEL, accel,
PSYS_SRC_TEXTURE, texture,
PSYS_SRC_BURST_RATE, burstrate,
PSYS_SRC_ANGLE_BEGIN, inangle,
PSYS_SRC_ANGLE_END, outangle,
PSYS_SRC_BURST_PART_COUNT, burstcount,
PSYS_SRC_BURST_RADIUS, burstrad,
PSYS_SRC_BURST_SPEED_MIN, minspeed,
PSYS_SRC_BURST_SPEED_MAX, maxspeed,
PSYS_SRC_MAX_AGE, maxsysage,
PSYS_SRC_OMEGA, omega
];
llParticleSystem( particle_parameters );
}
default
{
state_entry() {
particles();
}
touch(integer i) {
particles();
}
}
EDIT: make into a two second "blast" rather than constant stream by setting maxsysage = 2.0