Hello! :matte-motes-tongue: I have been playing around with a particle script out of boredom, and I have been having fun discovering with the various things I can do with it. I noticed that when the particles go up, they seem to go up into the sky for a loooooong way. Can particles be made to go up for only a certain amount? Like, for example...floating up three or seven (or any other amount of) meters and then stopping and / or vanishing once they hit that point? Or do they just go up into the SL sky forever while mystified residents see particles floating up through their skyboxes? I have been playing with a freebie script which seems to be for a touch on / touch off particle generator, so I will post it here for you to see in case it is possible for particles to only go up a certain amount and then stop, and the line needs to be pointed out. // Particle Script 0.3
// Created by Ama Omega
// 10-10-2003 -boeh!
// 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 = FALSE; // Particles follow the source
integer followVel = FALSE; // 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 = 9.5; // Life of each particle
float maxSpeed = 0.1; // Max speed each particle is spit out at
float minSpeed = 0.1; // Min speed each particle is spit out at
string texture = "smilyface"; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // 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 = <.7,.7,.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 = .01; // How fast (rate) to emit particles
float radius = 1; // Radius to emit particles for BURST pattern
integer count = 1; // How many particles to emit per BURST
float outerAngle = 0; // Outer angle for all ANGLE patterns
float innerAngle = 0; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0.12; // 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,radius,
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
]);
}
integer particleOn = 0;
stopParticle()
{
particleOn = 0;
llParticleSystem([]);
}
default
{
state_entry()
{
stopParticle();
}
on_rez(integer start_params)
{
stopParticle();
}
touch_start(integer num_detected)
{
if(!particleOn)
{
particleOn = 1;
updateParticles();
llPlaySound("squeak",1.0);
}
else
stopParticle();
}
} Thanks for looking it over! :matte-motes-little-laugh: