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JessicaGomes

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Posts posted by JessicaGomes

  1. 16 minutes ago, Quistessa said:

    온천의 경우 큰 스팀 볼보다 낮은 롤링 미스트가 필요하다고 생각합니다. 다음과 같이 놀아보세요 .

    
    
                

    입자를 더 크게 만들거나 (PSYS_SRC _ * _ SCALE 증가) 반경을 더 넓게 만들거나 (PSYS_SRC _ * _ SCALE 증가) 반경을 더 작게 만들기 위해 (PSYS_SRC_BURST_SPEED_ * 증가) PSYS_PART_MAX_AGE와 앞서 언급 한 매개 변수를 줄일 수 있습니다.

    https://marketplace.secondlife.com/p/Rising-Mist-Particle-Emitter-PARTICLZ-Shop-at-Basic-Elements/591035

    This is the particle I want.

  2. I set up a script for Steam, but I'd like to set the entire steam in the water.
    What should I modify to widen the radius of the steam?
    This script only produces small steam.

    // Mask Flags - set to TRUE to enable
    integer glow = TRUE;            // Make the particles glow
    integer bounce = FALSE;          // 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 = TRUE;    // 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_ANGLE_CONE;

    // 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 = "";

    // Particle paramaters
    float age = 10;                  // Life of each particle
    float maxSpeed = .1;            // Max speed each particle is spit out at
    float minSpeed = .1;            // Min speed each particle is spit out at
    string texture;                 // Texture used for particles, default used if blank
    float startAlpha = 0.1;           // Start alpha (transparency) value
    float endAlpha = 0.01;           // End alpha (transparency) value
    vector startColor = <1,1,1>;    // Start color of particles <R,G,B>
    vector endColor = <1,1,1>;      // End color of particles <R,G,B> (if interpColor == TRUE)
    vector startSize = <.5,.5,.7>;     // Start size of particles 
    vector endSize = <.1,.1,.1>;       // End size of particles (if interpSize == TRUE)
    vector push = <0,0,.1>;          // Force pushed on particles

    // System paramaters
    float rate = .1;            // How fast (rate) to emit particles
    float radius = 1000;          // Radius to emit particles for BURST pattern
    integer count = 10;        // How many particles to emit per BURST 
    float outerAngle = 1.54;    // Outer angle for all ANGLE patterns
    float innerAngle = 1.55;    // Inner angle for all ANGLE patterns
    vector omega = <0,0,10>;    // 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,5.57,
                            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
                                ]);
    }

    default
    {
        state_entry()
        {
            updateParticles();
        }
    }// END //

    1293851456_.JPG.6397cd6849cf7b9ddaec3da3c475e972.JPG

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