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Rhyleas

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Posts posted by Rhyleas

  1. 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:

     

  2. The red/brown pulsing thing might be the particle effect your avatar gets when it is not loading. Try this:

    - Open your inventory and wait until it is fully loaded

    - Go to the Develop menu (if you use Phoenix or Firestorm, you can get it by clicking Ctrl + Alt + Q)

    - Go to Avatar

    - Go to Character Tests

    - Click Test Male or Test Female (whichever one is your gender)

    After that, rebake (Ctrl + Alt + R) multiple times.

    After a while, you should get a newbie avatar; everything you are already wearing (including skins, shapes, et cetera) will be detached and replaced by the newbie's skin, shape, eyes, clothes, et cetera. Once your newbie avatar has fully appeared, go into your inventory and put on your skin, shape, eyes, hair...everything you normally wear. Then delete the newbie folder.

    I hope this helps.

  3. Go to places and events, and join groups, which interest you; other people with similar interests shall also be there. At sims you like, become a regular; you will begin to get to know other regulars there over time, and friendships are often made that way. In groups (I recommend groups that focus on your talents, or interests, or something important to you), start up conversations in them or join conversations...but don't do it rarely; do it a lot. People will get to know you through that method, too. I am not saying friends will begin falling out of the sky as you start doing these two things, but over time you shall make friends...after all, the best friendships are forged over time.

     

    If it is not already in your profile, put in either your 1st Life tab (oddly enough, many people who look in profiles automatically go there) or your 2nd Life tab (the first you automatically see when you open a profile up) -- or put in both -- that you are not looking for sex...no Ifs, Ands, or Buts. Anyone who still pursues you for sex after that either did not bother to read your profile, or has little respect for you.

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