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Particle Emitter with Random Texture Emissions?


Nefertiti Nefarious
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It's pretty easy to write one.  All you have to do is put a llFrand function in a timer event, use it to choose a different particle texture every few seconds, and update your particle generator function.   Something simple like ...

    timer()    {        integer Tex = (integer)llFrand((float)llGetInventoryNumber(INVENTORY_TEXTURE));        texture = llGetInventoryName(INVENTORY_TEXTURE,Tex);        updateParticles(); // Where updateParticles is your own function that calls llParticleSystem to create the particles    }

 

 

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If you have a list of UUID's the Rolig's timer method variation would be:

timer()
{
textures_uuid_list = llListRandomize(textures_uuid_list, 1) // provided you have the list in the global variables
string texture = llList2String(textures_uuid_list, 0);
updateParticles(); // Where updateParticles is your own function that calls llParticleSystem to create the particles
}
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The reason you don't see them in marketplace is because unless your particles are fairly close packed (stays near source), low density (not many on sceen at once) and long lived (stick around a while individually), what you end up with is bands of different textures. For a looser, higher density, or shorter lifetime setup you really need to use multiple emitters to get a display that really looks random (just remember to divide your particle output by the number of emitters)

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It may also help if any textures to be used in the particle system are first shown on some prim face at least a few seconds in advance.  Otherwise, instead of bands of different textures, one sees wave after wave of grey blurs that may or may not rez until they come up a second time, randomly.

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Void Singer wrote:

For a looser, higher density, or shorter lifetime setup you really need to use multiple emitters to get a display that really looks random (just remember to divide your particle output by the number of emitters)

That's probably the best short-term solution - I have prims to spare and really want the emitter working.

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