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Sword Blood Splatter

KeeperS Karu
Registered User
Join date: 18 Oct 2008
Posts: 31
11-12-2008 23:03
Heyla!

Yet another question!

All right, a friend of mine recommended that I try putting some blood splatter into my sword, and gave me a particle script from the particle lab to toy around with.

Basically, I just figured I could add a few functions and whatnot in certain, well-placed spots, give it a blood texture, and it ought to work. Well...

See, I can only seem to get one of two things to happen:

1) The box rezzes when the sword makes "contact" with an avie (I know it doesn't really touch her, but that's just how I think of it), spurts the blood particles, and refuses to leave its miserable existence, or

2) it disappears before I can see a single drop of blood.

How can I achieve a happy medium whereby the the box rezzes, spurts the blood, then dies?

For reference, here's the script, with one of my failed attempts to get the box to behave still written in it.

//// "Explosion" PARTICLE TEMPLATE v1 - by Jopsy Pendragon - 4/8/2008
//// You are free to use this script as you please, so long as you include this line:
//** The original 'free' version of this script came from THE PARTICLE LABORATORY. **//

// SETUP: Drop one optional particle texture and this script into a prim.
// Particles should start automatically. (Reset) the script if you insert a
// particle texture later on. Add one or more CONTROLLER TEMPLATES to any
// prims in the linked object to control when particles turn ON and OFF.

// Customize the particle_parameter values below to create your unique
// particle effect and click SAVE. Values are explained along with their
// min/max and default values further down in this script.

integer REZZED = FALSE;

string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS.
integer AUTO_START = TRUE; // Optionally FALSE only if using CONTROLLERS.

list particle_parameters=[]; // stores your custom particle effect, defined below.
list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts.

default {
on_rez(integer start_param)
{
if (start_param != 0)
{ // if rezzed by gun
REZZED = TRUE; // set die timer
} // otherwise do not die after timeout, so we can still be rezzed for editing
}

state_entry()
{
particle_parameters = [ // start of particle settings
// Texture Parameters:
PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0),
PSYS_PART_START_SCALE, <0.10,0.10, FALSE>, PSYS_PART_END_SCALE, <1.00,1.00, FALSE>,
PSYS_PART_START_COLOR, <1,1,.5>, PSYS_PART_END_COLOR, <.4,.1,0>,
PSYS_PART_START_ALPHA, (float)1.0, PSYS_PART_END_ALPHA, (float)0.0,

PSYS_SRC_BURST_PART_COUNT, 500,
PSYS_SRC_BURST_RATE, (float)0.01,
PSYS_PART_MAX_AGE, (float)1.0,
PSYS_SRC_MAX_AGE, (float)0.6,

PSYS_SRC_PATTERN, 2, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,-3.0>,

// PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, (float)1.2, PSYS_SRC_BURST_SPEED_MAX, (float)5.01,

PSYS_SRC_ANGLE_BEGIN, (float)0.25*PI, PSYS_SRC_ANGLE_END, (float)0.00*PI,
PSYS_SRC_OMEGA, <0,0,0>,

// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
| PSYS_PART_FOLLOW_VELOCITY_MASK
| PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
)
//end of particle settings
];

if ( AUTO_START ) llParticleSystem( particle_parameters );

}

link_message( integer sibling, integer num, string mesg, key target_key ) {
if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out.
return;
} else if ( num == 0 ) { // Message says to turn particles OFF:
llParticleSystem( [ ] );
} else if ( num == 1 ) { // Message says to turn particles ON:
llParticleSystem( particle_parameters + target_parameters );
} else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target:
target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ];
llParticleSystem( particle_parameters + target_parameters );
} else { // bad instruction number
// do nothing.
}
llSetTimerEvent(5.0);
}
timer()
{
if (REZZED = TRUE)
{
llDie();
}
else
{}
llSetTimerEvent(0);
}

}



//============================= About Parameters =============================
// There are 22-ish NAMED attributes that affect a particle display.
// To customize a display you give each a VALUE.
// For example: PSYS_PART_START_COLOR is a named attribute,
// and <1.0, 0.5, 0.0> is a color VALUE (orange, in this case).
//
// As long as your 'names' and 'values' are paired up properly, they can
// be in any order! Any you omit a pair, it reverts to a default value.

//============================= Texture Parameters =============================
//
// TEXTURE, can be an "Asset UUID" key copied from a texture
// that you have full permissions to, or the name of
// a texture in the prim's inventory.
//
// SCALE, (size) 0.0 to 4.0 meters wide, by 0.0 to 4.0 meters tall. (default 1x1)
// Textures are FLAT, so the 'z' part of the vector is ignored.
// Values smaller than 0.04x0.04 may not get rendered at all.
// Tiny particles vanish if the viewer is not near them.
//
// BEGIN_SCALE sets particle start size.
// END_SCALE (end size) is ignored, if the INTERP_SCALE_MASK option is disabled.
//
// COLOR, < RED, GREEN, BLUE > from <0.00,0.00,0.00> (black) to <1.00,1.00,1.00> (white/default)
// ALPHA, 1.0 = 100% visible(default), 0.0 = invisible. Less than 0.1 might not get seen.
// START_COLOR and START_ALPHA set the color and transparency of newly created particles.
// END_COLOR and END_ALPHA are ignored, if the INTERP_COLOR_MASK option is disabled.


//============================= Production Parameters =============================
//
// BURST_PART_COUNT: quantity of particles per burst, 1 to 4096 (default 1),
//
// BURST_RATE: seconds to delay between particle bursts. 0.0 to 30.0 (default 0.1)
//
// PART_MAX_AGE: particle lifespan in seconds, 0.00 to 30.0 (default=10.0)
// PART_MAX_AGE less than 0.5 might not be visible.
//
// The default total number of particles that can be seen is 4096, if one or more
// emitters try to create more than that, many will not be seen, and it may cause
// viewer lag. Use as few particles as you can for your effect:
// AGE/RATE * COUNT will tell you approximately how many particles your emitter creates.
//
// SRC_MAX_AGE: emitter auto shut-off timer. 1.0 to 60.0 seconds. 0.0 = never stop. (default)


//============================= Placement Parameters =============================
//
// PATTERN:
// DROP, ignores all other placement settings.
// EXPLODE, spray particles in all directions
// ANGLE, sprays a flat "fan" shape defined by ANGLE_BEGIN and END values
// CONE, sprays "ring" or "cone" shapes defined by ANGLE_BEGIN and END values
//
// RADIUS: 0.0 to 50.0? distance from emitter to create new particles
// (RADIUS is disabled with DROP pattern and the FOLLOW_SRC & TARGET_LINEAR options)
//
// SPEED: 0.00 to 50.0? Sets min/max starting velocities for non-drop patterns. (default: 1.0)
//
// ANGLE_BEGIN & END: 0.00*PI (up) to 1.00*PI (down), (Only for ANGLE & CONE patterns)
// (Values work much like the Sphere-prim's DIMPLE attributes.) (defaults: 0.0)
//
// OMEGA: <x,y,z> Sets how much to rotate angle/cone spray direction after
// every burst. 0.0 to PI? (default: <0,0,0>;)

//======================== After-Effects & Influence Parameters ================
//
// ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns)
// Causes particles to drift up/down or in a compass direction.
// Use ACCEL to create the illusion of (anti-)gravity or a directional wind.
// (ineffective with TARGET_LINEAR option)
//
// TARGET_KEY, "key", (requires the TARGET option be enabled).
// "key" can be a variety of many different things:
// llGetOwner()
// llGetKey() target self
// llGetLinkKey(1) target parent prim
// llGetLinkKey(llGetLinkNum() + 1) target next prim in link set
//
// WARNING: New copies of objects get new keys, you can't simply paste
// a prim's key into your script and expect it to always work. Visit
// the Particle Laboratory's section on TARGETS for a variety of ways
// to dynamically find your target's key. There are different 'best ways'
// depending on if your target is linked to your emitter or not.


//============================= About Options =============================
//
// Each option may be ON/ENABLED (no leading // )
// or OFF/DISABLED (by putting a // in front of it.)
// Options are combined together in a special way, (using the | symbol).
// This creates one single Parameter for PSYS_PART_FLAGS.


//============================= Texture Options =============================
//
// EMISSIVE: identical to "full bright" setting on prims
//
// FOLLOW_VELOCITY: particle texture 'tilts' towards the direction it's moving
//
// INTERP_COLOR: causes particle COLOR and ALPHA(transparency) to change over it's lifespan
//
// INTERP_SCALE: causes particle SCALE(size) to change over it's lifespan


//======================== After-Effects & Influences Options ================
//
// BOUNCE: particles bounce up from the z-altitude of emitter, and cannot fall below it.
//
// WIND: the sim's wind will push particles around
//
// FOLLOW_SRC: makes particles move (but not rotate) if their emitter moves, (disables RADIUS)
//
// TARGET_POS: causes particles to arrive at a some target at end of of their lifespan.
//
// TARGET_LINEAR: forces particles to form into an even line from emitter to target
// and forces a DROP-like pattern and disables effects of WIND and ACCEL



//========================================================================
//======================== USING CONTROL TEMPLATES =======================
//
// Want to control when your particles turn ON and OFF? You can!
//
// Drop one (or more) of the CONTROL TEMPLATES from the particle laboratory
// into your object containing this script. That's it!

// Your controls should be effective immediately. (Some controllers can be
// adjusted and tuned, open them and read the USAGE notes to see.)
//
// One control template can control several particle templates in the
// same object. (keep in mind that each prim can only have ONE
// particle effect active at a time).
//
// The 'particle_effect_name' value must be the same in both the control
// and particle template to work. You can change that value and have
// a controller for one effect, and a different controller for a different
// effect in the same object.
//


//======================================== END ===============================

Thanks for any help you can give me!
Keeper S. Karu
Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
11-13-2008 01:03
First thing that immediately comes to mind:

The timers and particle systems are being called on state_entry, but the script doesn't reset itself on_rez.

You also need to make sure that the start_parameter fed via llRezObject is anything other than 0.

Heres the same script with the fluff removed (you don't need any of the link message stuff for this application) and the call to SetTimer and ParticleSystem placed correctly.

---------

float timer_value = 5.0;

list particle_params()
{
return [
// Texture Parameters:
PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0),
PSYS_PART_START_SCALE, <0.10,0.10, FALSE>, PSYS_PART_END_SCALE, <1.00,1.00, FALSE>,
PSYS_PART_START_COLOR, <1,1,.5>, PSYS_PART_END_COLOR, <.4,.1,0>,
PSYS_PART_START_ALPHA, (float)1.0, PSYS_PART_END_ALPHA, (float)0.0,

PSYS_SRC_BURST_PART_COUNT, 500,
PSYS_SRC_BURST_RATE, (float)0.01,
PSYS_PART_MAX_AGE, (float)1.0,
PSYS_SRC_MAX_AGE, (float)0.6,

PSYS_SRC_PATTERN, 2, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,-3.0>,

// PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_SPEED_MIN, (float)1.2, PSYS_SRC_BURST_SPEED_MAX, (float)5.01,

PSYS_SRC_ANGLE_BEGIN, (float)0.25*PI, PSYS_SRC_ANGLE_END, (float)0.00*PI,
PSYS_SRC_OMEGA, <0,0,0>,

// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK
| PSYS_PART_FOLLOW_VELOCITY_MASK
| PSYS_PART_WIND_MASK
// | PSYS_PART_BOUNCE_MASK
// | PSYS_PART_FOLLOW_SRC_MASK
// | PSYS_PART_TARGET_POS_MASK
// | PSYS_PART_TARGET_LINEAR_MASK
)];
}

integer REZZED;

default
{
on_rez(integer start_param)
{
llSetTimerEvent( timer_value );
if(start_param) //If rezzed by script and passed a nonzero start param
{
REZZED = TRUE; //Die on completeion
}
//Otherwise only shutoff on completeion

llParticleSystem( particle_params() );
}
timer()
{
if(REZZED)
{
llDie();
}
else
{
llParticleSystem( [] );
}
llSetTimerEvent(0.0);
}
}
KeeperS Karu
Registered User
Join date: 18 Oct 2008
Posts: 31
11-13-2008 16:04
It worked! Thank you, so much! This had been diving me crazy as I spent literally 6 hours trying to figure out what was wrong, last night. Thank you, agian!

Keeper S. Karu