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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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05-30-2006 15:30
Okay, particles this time  Basically what I want to do is have projectiles spawned by another projectile fire a load of particles at each other. This I've got working fine by giving each new particle its own chat channel then throwing a key onto it for it to target. However, this gets me a straight line, at the moment it's just dropping them, though I also did explode. The problem is that the particles converge which isn't ideal, really I want them only roughly aimed at the target in a vague arc, but still scattering about it rather than all hitting directly. Anyway, I've also tried having it angle at the target then rotate up a little then fire the particles, but the distance isn't uniform, so they will either go much too far, or not far enough, which isn't ideal either. So it's like neither really does quite what I want, am I stuck trying to decide which to go for or is there a solution I'm maybe missing? =)
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
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05-31-2006 08:02
From: Haravikk Mistral Okay, particles this time  Basically what I want to do is have projectiles spawned by another projectile fire a load of particles at each other. This I've got working fine by giving each new particle its own chat channel then throwing a key onto it for it to target. However, this gets me a straight line, at the moment it's just dropping them, though I also did explode. The problem is that the particles converge which isn't ideal, really I want them only roughly aimed at the target in a vague arc, but still scattering about it rather than all hitting directly. Anyway, I've also tried having it angle at the target then rotate up a little then fire the particles, but the distance isn't uniform, so they will either go much too far, or not far enough, which isn't ideal either. So it's like neither really does quite what I want, am I stuck trying to decide which to go for or is there a solution I'm maybe missing? =) I can't get into SL or anything right now, but make sure that... - radius is more then 1
- Mins and max explosion velocity are more then 0
- If you have an accel, that's it's not pulling the particles too fast in one direction
- that the offset angles are both 0.0
Give that a shot.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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05-31-2006 11:25
Sorry, should have posted an example of the particle system: llParticleSystem([ PSYS_PART_FLAGS, PSYS_PART_TARGET_POS_MASK, PSYS_SRC_TARGET_KEY, llGetOwner(), PSYS_SRC_TEXTURE, "", PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_SRC_BURST_SPEED_MIN, 0.25, PSYS_SRC_BURST_SPEED_MAX, 0.5, PSYS_SRC_ACCEL, <0.0, 0.0, -1.0> ]); That might not be 100% correct, but, the idea is that wherever I am, the particles should be fired at me, however they should be fired in an 'bent' cone, ie they land all around me, but are still targetted at me. Now I have a working solution which uses ordinary cones and downward accelleration, which calculates the distance to the target first in order to calculate PSYS_PART_MAX_AGE, however this isn't very good if the target or the source move. It'll maybe do, but I'd like to use particle target if possible, however it seems to converge no matter what I do, either that or it overshoots and comes back (ie the particles land around me, go through the floor then come back up in order to get to me.
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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