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| | #1 (permalink) |
| Junior Member ![]() Join Date: Aug 2008
Posts: 9
| ParticleSystem logic problem. Hey im having a logic problem (everything's fine and there's an error although) in this script: default { state_entry() { llParticleSystem([ PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE, PSYS_SRC_TEXTURE,"*****", PSYS_SRC_BURST_RATE,10 ]); } } (i puted a good texture i just "sensored" it) and its not happenin to me with only that, also with the max age and more stuff, can anybody tell me the problem? i need it for tomorrow and its very important. thanks in advanced edit: i found the problem. i used integer instead of float Last edited by DeViLiTe; 08-26-2008 at 10:34 PM.. |
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| | #2 (permalink) |
| Senior Member ![]() ![]()
I want my RTV
| You need to put in every PSYS variable, not just those three. Code: // Keknehv's Particle Script v1.2
// 1.0 -- 5/30/05
// 1.1 -- 6/17/05
// 1.2 -- 9/22/05 (Forgot PSYS_SRC_MAX_AGE)
// This script may be used in anything you choose, including and not limited to commercial products.
// Just copy the MakeParticles() function; it will function without any other variables in a different script
// ( You can, of course, rename MakeParticles() to something else, such as StartFlames() )
// This script is basically an llParticleSystem() call with comments and formatting. Change any of the values
// that are listed second to change that portion. Also, it is equipped with a touch-activated off button,
// for when your particles go haywire and cause everyone to start yelling at you.
// Contact Keknehv Psaltery if you have questions or comments.
MakeParticles() //This is the function that actually starts the particle system.
{
llParticleSystem([ //KPSv1.0
PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them
//| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis
//| PSYS_PART_WIND_MASK //Particles are moved by wind
| PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end
| PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end
| PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter
| PSYS_PART_FOLLOW_VELOCITY_MASK //Particles are created at the velocity of the emitter
//| PSYS_PART_TARGET_POS_MASK //Particles follow the target
| PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow)
//| PSYS_PART_TARGET_LINEAR_MASK //Undocumented--Sends particles in straight line?
,
//PSYS_SRC_TARGET_KEY , NULL_KEY, //Key of the target for the particles to head towards
//This one is particularly finicky, so be careful.
//Choose one of these as a pattern:
//PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity
//PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter
//PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle
//PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone
//PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE
,PSYS_SRC_TEXTURE, "" //UUID of the desired particle texture, or inventory name
,PSYS_SRC_MAX_AGE, 0.0 //Time, in seconds, for particles to be emitted. 0 = forever
,PSYS_PART_MAX_AGE, 1.0 //Lifetime, in seconds, that a particle lasts
,PSYS_SRC_BURST_RATE, 0.02 //How long, in seconds, between each emission
,PSYS_SRC_BURST_PART_COUNT, 2 //Number of particles per emission
,PSYS_SRC_BURST_RADIUS, 5.0 //Radius of emission
,PSYS_SRC_BURST_SPEED_MIN, 5.5 //Minimum speed of an emitted particle
,PSYS_SRC_BURST_SPEED_MAX, 6.0 //Maximum speed of an emitted particle
,PSYS_SRC_ACCEL, <0.0,0.0,-0.8> //Acceleration of particles each second
,PSYS_PART_START_COLOR, <0.0,0.0,1.0> //Starting RGB color
,PSYS_PART_END_COLOR, <0.6,0.6,1.0> //Ending RGB color, if INTERP_COLOR_MASK is on
,PSYS_PART_START_ALPHA, 0.9 //Starting transparency, 1 is opaque, 0 is transparent.
,PSYS_PART_END_ALPHA, 0.0 //Ending transparency
,PSYS_PART_START_SCALE, <2.4,2.4,0.0> //Starting particle size
,PSYS_PART_END_SCALE, <1.3,2.3,0.0> //Ending particle size, if INTERP_SCALE_MASK is on
,PSYS_SRC_ANGLE_BEGIN, PI //Inner angle for ANGLE patterns
,PSYS_SRC_ANGLE_END, PI //Outer angle for ANGLE patterns
,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega()
]);
}
default
{
state_entry()
{
MakeParticles(); //Start making particles
}
touch_start( integer num ) //Turn particles off when touched
{
state off; //Switch to the off state
}
}
state off
{
state_entry()
{
llParticleSystem([]); //Stop making particles
}
touch_start( integer num ) //Turn particles back on when touched
{
state default;
}
} |
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| 1 User Disagreed: |
| | #3 (permalink) |
| Mad Artist ![]() ![]() ![]() | No, you don't. I've done working particle systems that do not use every variable.
__________________ Miriel: Jewelry, eyes, shapes, and a couple of hairstyles. Oh, and a pretty forest. And a treasure hunt. 3.5 on the Internationally Recognized Trout Recreant Scale of Slutwatoosi. "Blender is the Pai Mae of 3d programs. It hates newbies, despises windows users, and has nothing but contempt for English speakers. It will let you learn, but mostly because doing so will give Blender a chance to amuse itself by making you suffer." - Twenty Sided |
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| 2 Users Agreed: |
| | #5 (permalink) | |
| Doing stuff ![]() ![]() ![]() ![]()
Made new armor ^^
Join Date: Sep 2007 Location: Glasgow, Scotland
Posts: 2,603
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My Mood: | You mentioned you already found the problem. One thing to remember, is that llParticleSystem and a few other functions I forgot, are stupidly anal about types. eg, they force the proper use of integers and floats, and likewise for strings and keys, even though these types are interchangeable in 95% of the other LSL functions There's a jira for this: [#SVC-185] llParticleSystem (and others) anal about types - Second Life Issues
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