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How could I...

Robert Brearly
Sword Crafter
Join date: 15 Feb 2005
Posts: 8
02-18-2005 10:06
Make a particle effect on an item that when i say Evil, the particles turn red, but when i say Good, the particles turn blue, and when i say Neutral, they turn white. Dont know if this is the right forum, but best one i saw for it.
Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
02-18-2005 10:56
Do you already have the base particle effect without the color changes? It's simple enough to use a listener to get the color change command, then start a new particle system with the new color. If you want to get the hang of particles, check out Jopsy's Particle Lab in, um, Teal I think. You can prob find it using the Find command in world, or check the profile for Jopsy Pendragon and look at his picks.
_____________________
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Synergy Belvedere
Prim Reaper
Join date: 7 Jul 2004
Posts: 253
02-18-2005 12:05
Use channel 9 to issue commands to the script (e.g. /9 evil)

If this errors, pardon me, was written quickly at work without SL to test.

CODE


// Particle Script 0.5
// Created by Ama Omega
// 3-26-2004

// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plane 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 = TRUE; // 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_EXPLODE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "self";

// Particle paramaters
float age = 1; // Life of each particle
float maxSpeed = 1; // 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 = 1; // Start alpha (transparency) value
float endAlpha = 0.1; // End alpha (transparency) value
vector startColor = <0,1,0>; // Start color of particles <R,G,B>
vector endColor = <1,0,0>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <1,1,1>; // Start size of particles
vector endSize = <1,0,1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = 1.5; // How fast (rate) to emit particles
float radius = 1; // Radius to emit particles for BURST pattern
integer count = 1; // 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 = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer pre = 2; //Adjust the precision of the generated list.

integer flags;
list sys;
integer type;
vector tempVector;
rotation tempRot;
string tempString;
integer i;

string float2String(float in)
{
return llGetSubString((string)in,0,pre - 7);
}

updateParticles()
{
flags = 0;
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;
sys = [ 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
];

llParticleSystem(sys);
}


default
{
state_entry()
{
llListen(9,"",NULL_KEY,"");
updateParticles();
}
listen(integer chan, string name, key id, string msg)
{
if(msg=="good")
{
startcolor=<0,1,0>;
//can set endcolor=<0,1,0> or whatever here, as with evil and neutral
updateParticles();
}
if(msg=="evil")
{
startcolor=<1,0,0>;
updateParticles();
}
if(msg=="neutral")
{
startcolor=<1,1,1>;
updateParticles();
}
}
}