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particle laser distance


Sprout Evergarden
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I am attempting to make a Particle GLide slope indicator for my airport and have located a script to make this with on a online script library however the Beam does not travle as far need it to  ho can i get these partaclesto travle atleast a sim and a half?

 

script is below

 

default
{
    state_entry() {
        llParticleSystem( [  
            PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,
            PSYS_SRC_BURST_PART_COUNT,(integer) 999,   // adjust for beam strength,
            PSYS_SRC_BURST_RATE,(float) .05,          
            PSYS_PART_MAX_AGE,(float)  .6,            
            PSYS_SRC_BURST_SPEED_MIN,(float)1,        
            PSYS_SRC_BURST_SPEED_MAX,(float) 7.0,      
            PSYS_PART_START_SCALE,(vector) <0,.1,0>,
            PSYS_PART_END_SCALE,(vector) <.1000.0,.10000.0,10000.0>,   
            PSYS_PART_START_COLOR,(vector) <1,0,0>,  
            PSYS_PART_END_COLOR,(vector) <.2,0,0>,   
            PSYS_PART_START_ALPHA,(float)0.5,          
            PSYS_PART_END_ALPHA,(float)0.00,          
            PSYS_PART_FLAGS,
                 PSYS_PART_EMISSIVE_MASK |     
                 PSYS_PART_FOLLOW_VELOCITY_MASK |
                 PSYS_PART_FOLLOW_SRC_MASK |   
                 PSYS_PART_INTERP_SCALE_MASK                  
        ] );
    }
}
 

 

thnk you for your help

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Atosuria Daviau wrote:

I am attempting to make a Particle GLide slope indicator for my airport and have located a script to make this with on a online script library however the Beam does not travle as far need it to  ho can i get these partaclesto travle atleast a sim and a half?

 

script is below

 

default

{

    state_entry() {

        llParticleSystem( [  

            PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,

            PSYS_SRC_BURST_PART_COUNT,(integer) 999,   // adjust for beam strength,

            PSYS_SRC_BURST_RATE,(float) .05,          

            PSYS_PART_MAX_AGE,(float)  .6,            

            PSYS_SRC_BURST_SPEED_MIN,(float)1,        

            PSYS_SRC_BURST_SPEED_MAX,(float) 7.0,      

            PSYS_PART_START_SCALE,(vector) <0,.1,0>,

            PSYS_PART_END_SCALE,(vector) <.1000.0,.10000.0,10000.0>,   

            PSYS_PART_START_COLOR,(vector) <1,0,0>,  

            PSYS_PART_END_COLOR,(vector) <.2,0,0>,   

            PSYS_PART_START_ALPHA,(float)0.5,          

            PSYS_PART_END_ALPHA,(float)0.00,          

            PSYS_PART_FLAGS,

                 PSYS_PART_EMISSIVE_MASK |     

                 PSYS_PART_FOLLOW_VELOCITY_MASK |

                 PSYS_PART_FOLLOW_SRC_MASK |   

                 PSYS_PART_INTERP_SCALE_MASK                  

        ] );

    }

}

 

 

thnk you for your help

In addition to Rolig's advice to increase burst rate and max age, watch your particle scale. The viewer will cull particles it calculates are too small to see, so when you are 1.5 sims out, you may not see the your beam, as the particles are small (0.1x0.1m at the end).

If you want the beam to be very narrow at the source, you may have to create a custom texture that's got only a very small visible bit (a few pixels in size) in the center of a large transparent texture (128x128 or so). Then set the particle scale very large (largest is 4x4m). This will fool the viewer into drawing the particles regardless of camera distance from the emitter.

I've highlighted some errors in your script. Particle scale values can only range from 0.03125 (1/32) to 1. You have the X start scale at zero. I've fixed it in green, but you'll probably want it larger than that so you can see it (as explained above). Your end scale contains extraneous decimal points and a nonsense Z value ot 10000 (which is ignored anyway). I've marked those in red.

            PSYS_PART_START_SCALE,(vector) <0.03125,.1,0>,

            PSYS_PART_END_SCALE,(vector) <.1000.0,.10000.0,10000.0>,   

Good luck!

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Nova Convair wrote:

The size of the particle source is a factor too. If a small prim emits the particles you will not see anything over a long distance. Distance is generally a factor. The viewer optimizes particles alot and will show them only if you are close enough and looking.

I keep forgetting about that!

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