Robert Brearly
Sword Crafter
Join date: 15 Feb 2005
Posts: 8
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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.
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Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
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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.
_____________________
Some people are like Slinkies... not really good for anything, but they sure bring a smile to your face when you push them down the stairs.
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Synergy Belvedere
Prim Reaper
Join date: 7 Jul 2004
Posts: 253
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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.
// 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(); } } }
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