So I've posted here to see if anyone knows how to change the pushing for PSYS_SRC_ACCEL into a local axis instead of the global axis. I've attached screenshots so you can see what I mean. Both "axis_001.jpg" and "axis_002.jpg" have the blue dash particles aligned to the world's global X axis.
I need them to become local so that they align to whatever direction I'm facing's X axis. I have no problem with the fact that I don't need a PSYS_SRC_ACCEL preference for the smoke particles script (separate script) coming out of my hoverskates since they're spherical, but the dash particles are horizontal and do not look right without a set PSYS_SRC_ACCEL because otherwise they just spit out rambunctiously in every direction.
Here's the emitter script for the blue dashing particles:
CODE
key owner;
integer status;
// Particle Script 0.4j
// Created by Ama Omega 3-7-2004
// Updated by Jopsy Pendragon 5-11-2004
// For classes/tutorials/tricks, visit the Particle Labratory in Teal
// Values marked with (*) are defaults.
// SECTION ONE: APPEARANCE -- These settings affect how each particle LOOKS.
integer glow = TRUE; // TRUE or FALSE(*)
vector startColor = <1,1,1>; // RGB color, black<0,0,0> to white<1,1,1>(*)
vector endColor = <0.3,0.77,0.9>; //
float startAlpha = 1.0; // 0.0 to 1.0(*), lower = more transparent
float endAlpha = 1.0; //
vector startSize = <0.1,1,0.1>; // <0.04,0.04,0>(min) to <10,10,0>(max>, <1,1,0>(*)
vector endSize = <0.1,2,0.1>; // (Z part of vector is discarded)
string texture = ""; // Texture used for particles. Texture must be in prim's inventory.
// SECTION TWO: FLOW -- These settings affect how Many, how Quickly, and for how Long particles are created.
// Note,
integer count = 11; // Number of particles created per burst, 1(*) to 4096
float rate = 0.1; // Delay between bursts of new particles, 0.0 to 60, 0.1(*)
float age = 0.8; // How long each particle lives, 0.1 to 60, 10.0(*)
float life = 0.0; // When to stop creating new particles. never stops if 0.0(*)
// SECTION THREE: PLACEMENT -- Where are new particles created, and what direction are they facing?
float radius = 1.6; // 0.0(default) to 64? Distance from Emitter where new particles are created.
float innerAngle = PI; // "spread", for all ANGLE patterns, 0(default) to PI
float outerAngle = 0.0; // "tilt", for ANGLE patterns, 0(default) to TWO_PI, can use PI_BY_TWO or PI as well.
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; // Choose one of the following:
// PSYS_SRC_PATTERN_EXPLODE (sends particles in all directions)
// PSYS_SRC_PATTERN_DROP (ignores minSpeed and maxSpeed. Don't bother with count>1 )
// PSYS_SRC_PATTERN_ANGLE_CONE (set innerangle/outerange to make rings/cones of particles)
// PSYS_SRC_PATTERN_ANGLE (set innerangle/outerangle to make flat fanshapes of particles)
vector omega = <0,0,0>; // How much to rotate the emitter around the <X,Y,Z> axises. <0,0,0>(*)
// Warning, there's no way to RESET the emitter direction once you use Omega!!
// You must attach the script to a new prim to clear the effect of omega.
// SECTION FOUR: MOVEMENT -- How do the particles move once they're created?
integer followSource = FALSE; // TRUE or FALSE(*), Particles move as the emitter moves, (TRUE disables radius!)
integer followVel = TRUE; // TRUE or FALSE(*), Particles rotate towards their direction
integer wind = FALSE; // TRUE or FALSE(*), Particles get blown away by wind in the sim
integer bounce = FALSE; // TRUE or FALSE(*), Make particles bounce on Z altitude of emitter
float minSpeed = 0.00; // 0.01 to ? Min speed each particle is spit out at, 1.0(*)
float maxSpeed = 0.00; // 0.01 to ? Max speed each particle is spit out at, 1.0(*)
vector push = <6,0,0>; // Continuous force pushed on particles, use small settings for long lived particles
key target = ""; // Select a target for particles to arrive at when they die
// can be "self" (emitter), "owner" (you), "" or any prim/persons KEY.
// SECTION FIVE: Ama's "Create Short Particle Settings List"
integer enableoutput = TRUE; // If this is TRUE, clicking on your emitter prim will cause it to speak
// very terse "shorthand" version of your particle settings. You can cut'n'paste
// this abbreviated version into a call to llParticleSystem([ ]); in another script.
// Pros: Takes up far less scripting space, letting you focus on the rest of your code.
// Cons: makes tune your settings afterwards rather awkward
// === Don't muck about below this line unless you're comfortable with the LSL scripting language ====
// 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 (startColor != endColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (startSize != endSize) 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
];
float newrate = rate;
if (newrate == 0.0) newrate=.01;
}
initialize()
{
llSetAlpha(0.0, 2);
llSetTimerEvent(.00001); //honestly you could make this shorter, but what would be the point? .5 seems to work nice.
owner = llGetOwner();
llInstantMessage(llGetOwner(),"Hoverskates operational");
status = 0;
}
default
{
// state_entry() is an event handler, it executes
// whenever a state is entered.
state_entry()
{
if(llGetOwner() != owner) //checks to see if we have changed owner
{
initialize();
}
updateParticles();
}
on_rez(integer total_number)
{
if(llGetOwner() != owner)
{
initialize();
}
}
timer()
{
updateParticles();
if (llGetAgentInfo(owner) & AGENT_WALKING) //status changed since last checked?
{ llParticleSystem(sys);
}
else
{ llParticleSystem( [ ] );
}
}
}

