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Boat Wake Particles


MIVIMEX
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Hello! Help please with particles! I build a boat and I want to make such a wake on the water, which starts from the very nose and goes around the boats's hull. I saw it inworld so I believe its possible, I just dont know how. Particles does not go through the hull.  They are slightly spraying forward and then circling the boat.

But my particles go through without encountering obstacles. How can I simulate such particle wake?

I have a particle script generator. I'm playing with sliders but I can not find the right one yet. Maybe someone has done this before and just tell the right parameter? This would greatly help.

Untitled-1.png

ezgif.com-video-to-gif.gif

(Animation shows my particles going through obstacle)

Edited by MIVIMEX
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It's not possible to have collision on a particle it might just take a few more objects at various locations on the boat to achieve the effect you're looking for.. I would also suggest using llLinkParticleSystem so you can have one script control all of the particles.

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This script, knocked up using the Firestorm particle editor (so many of the parameters are superfluous or inappropriate), is one way it might be done. I've bolded the essentials: the pattern (angle and its values) and the acceleration. The acceleration vector is modified by the object's rotation, and this needs to be updated as the object is moved around, hence the timer.

Just drop it into a box to get the general idea. You'll probably want to knock the box over onto its side, too.

default
{
    state_entry()
    {
        llSetTimerEvent (0.5);
    }
    
    timer ()
    {
        llParticleSystem(
        [
            PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE,
            PSYS_SRC_BURST_RADIUS,0,
            PSYS_SRC_ANGLE_BEGIN,0.1,
            PSYS_SRC_ANGLE_END,0,
            PSYS_SRC_TARGET_KEY,llGetKey(),
            PSYS_PART_START_COLOR,<1.000000,1.000000,1.000000>,
            PSYS_PART_END_COLOR,<1.000000,1.000000,1.000000>,
            PSYS_PART_START_ALPHA,1,
            PSYS_PART_END_ALPHA,1,
            PSYS_PART_START_GLOW,0,
            PSYS_PART_END_GLOW,0,
            PSYS_PART_BLEND_FUNC_SOURCE,PSYS_PART_BF_SOURCE_ALPHA,
            PSYS_PART_BLEND_FUNC_DEST,PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA,
            PSYS_PART_START_SCALE,<0.500000,0.500000,0.000000>,
            PSYS_PART_END_SCALE,<0.500000,0.500000,0.000000>,
            PSYS_SRC_TEXTURE,"",
            PSYS_SRC_MAX_AGE,0,
            PSYS_PART_MAX_AGE,5,
            PSYS_SRC_BURST_RATE,0.3,
            PSYS_SRC_BURST_PART_COUNT,5,
            PSYS_SRC_ACCEL,<-0.500000,0.000000,0.000000> * llGetRot (),
            PSYS_SRC_OMEGA,<0.000000,0.000000,0.000000>,
            PSYS_SRC_BURST_SPEED_MIN,0.5,
            PSYS_SRC_BURST_SPEED_MAX,0.5,
            PSYS_PART_FLAGS,
                0
        ]);
    }
}

Edited by KT Kingsley
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