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Posts posted by JessicaGomes
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I want to make the item I wore disappear when it detects water, but what is the script command to detect water?
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1 minute ago, Quistessa said:
그럼 그냥 사세요. 그들은 그것을 멋지게 보이게 만들기 위해 약간의 노력을 기울였으며 기본 입자 스크립트에 대한 삶의 질이 향상 된 것처럼 보입니다.
Is there any way to expand the overall area of the particles I made?
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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.
This is the particle I want.
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59 minutes ago, Rolig Loon said:
네, 제가 방금 말한 것입니다.
I want a large area. Like a particle of snow or rain.
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3 minutes ago, Rolig Loon said:
입자의 초기 및 끝 크기를 늘립니다. 4m와 같이 훨씬 더 큰 것으로 설정해보십시오.
vector startSize = <.5,.5,.7>; // Start size of particles
vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)If I change this price, will the steam come out in a wide area?
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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 //
Item creation script
in LSL Scripting
Posted
thank you for your kind reply