// Particle effects for the UFO cone // makes particles when triggered by xs_cryocrate // 11-15-2011 Added Link message EFFECTS_ON for particles or other effects when rezzing an egg ///////////////////////////////////////////////////////////////////// // This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike // See http://creativecommons.org/licenses/by-nc-sa/3.0/ // Noncommercial -- You may not use this work for commercial purposes // If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. // This means that you cannot sell this code but you may share this code. // You must attribute authorship to me and leave this notice intact. // // Exception: I am allowing this script to be sold inside an original build. // You are not selling the script, you are selling the build. // Ferd Frederix // Particle Script 0.3 // Originally Created by Ama Omega // tunables integer debug = TRUE; //if set to TRUE a touch to the base will turn on effects // Constants integer LINK_EFFECTS_ON = 2000; // special particle plug in effects enabled // Mask Flags - set to TRUE to enable integer glow = TRUE; // Make the particles glow integer bounce = TRUE; // Make particles bounce on Z plan of object integer interpColor = TRUE; // Go from start to end color integer interpSize = TRUE; // Go from start to end size integer wind = FALSE; // Particles effected by wind integer followSource = FALSE; // 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 = 5; // Life of each particle float maxSpeed = .05; // Max speed each particle is spit out at float minSpeed = 0; // 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 = .1; // End alpha (transparency) value vector startColor = <1,0,1>; // Start color of particles vector endColor = <1,0,1>; // End color of particles (if interpColor == TRUE) vector startSize = <0.050,0.05,1.9>; // Start size of particles vector endSize = <.020,.020,1.9>; // End size of particles (if interpSize == TRUE) vector push = <0.0,0.0,0>; // Force pushed on particles // System paramaters float rate = 0.1; // How fast (rate) to emit particles float radius = .02; // Radius to emit particles for BURST pattern integer count = 10; // How many particles to emit per BURST float outerAngle = 0.5; // Outer angle for all ANGLE patterns float innerAngle = 10; // 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 flags; 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; llParticleSystem([ 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 ]); } Move() { llSetAlpha(0.3,ALL_SIDES); // visible updateParticles(); // no need to turn them off, we will die, but it is possible there was an errors mso we wait a while and shut themdown. llSleep(10); llParticleSystem([]); // particles OFF llSetAlpha(0,ALL_SIDES); // invisible } default { state_entry() { llSetAlpha(0,ALL_SIDES); // invisible llParticleSystem([]); // particles OFF } touch_start(integer p) { if (debug) Move(); } link_message(integer sender_num, integer num, string str, key id) { if (num == LINK_EFFECTS_ON) { Move(); } } }