I am trying to get a prim to release particles on a worn object when a button on the HUD is pressed. I've googled for tips, searched the archives of the forum, but found nothing that works. I have the particles emitting on the worn object, but I just can't seem to get the emitter to turn them on/off through the HUD. Adding a lListen command keeps giving me syntax errors, even though the same method appears to work for other people Another problem I have is the particles aren't emitting in the right direction; I have rotated the texture in photoshop three times and it refuses to make the particles face the direction I want them to. This is a minor problem and I don't require an immidiate fix for it, unlike the HUD toggle. (Can you tell I hate working with particles?) This is the particle script I am using string Texture; integer Interpolate_Scale; vector Start_Scale; vector End_Scale; integer Interpolate_Colour; vector Start_Colour; vector End_Colour; float Start_Alpha; float End_Alpha; integer Emissive; float Age; float Rate; integer Count; float Life; integer Pattern; float Radius; float Begin_Angle; float End_Angle; vector Omega; integer Follow_Source; integer Follow_Velocity; integer Wind; integer Bounce; float Minimum_Speed; float Maximum_Speed; vector Acceleration; integer Target; key Target_Key; Particle_System () { list Parameters = [ PSYS_PART_FLAGS, ( (Emissive * PSYS_PART_EMISSIVE_MASK) | (Bounce * PSYS_PART_BOUNCE_MASK) | (Interpolate_Colour * PSYS_PART_INTERP_COLOR_MASK) | (Interpolate_Scale * PSYS_PART_INTERP_SCALE_MASK) | (Wind * PSYS_PART_WIND_MASK) | (Follow_Source * PSYS_PART_FOLLOW_SRC_MASK) | (Follow_Velocity * PSYS_PART_FOLLOW_VELOCITY_MASK) | (Target * PSYS_PART_TARGET_POS_MASK) ), PSYS_PART_START_COLOR, Start_Colour, PSYS_PART_END_COLOR, End_Colour, PSYS_PART_START_ALPHA, Start_Alpha, PSYS_PART_END_ALPHA, End_Alpha, PSYS_PART_START_SCALE, Start_Scale, PSYS_PART_END_SCALE, End_Scale, PSYS_SRC_PATTERN, Pattern, PSYS_SRC_BURST_PART_COUNT, Count, PSYS_SRC_BURST_RATE, Rate, PSYS_PART_MAX_AGE, Age, PSYS_SRC_ACCEL, Acceleration, PSYS_SRC_BURST_RADIUS, Radius, PSYS_SRC_BURST_SPEED_MIN, Minimum_Speed, PSYS_SRC_BURST_SPEED_MAX, Maximum_Speed, PSYS_SRC_TARGET_KEY, Target_Key, PSYS_SRC_ANGLE_BEGIN, Begin_Angle, PSYS_SRC_ANGLE_END, End_Angle, PSYS_SRC_OMEGA, Omega, PSYS_SRC_MAX_AGE, Life, PSYS_SRC_TEXTURE, Texture ]; llParticleSystem (Parameters); } pee (){ Texture = "b1b5356d-9c40-e3a7-70ec-c32066f531f6"; Interpolate_Scale = TRUE; Start_Scale = <0.04,0.04, 0>; End_Scale = <0.04,0.04, 0>; Interpolate_Colour = FALSE; Start_Colour = < 1, 1, 0 >; End_Colour = < 1, 1, 0 >; Start_Alpha = 0.8; End_Alpha =0.5; Emissive = FALSE; Age = 0.9; Rate = 0.010; Count = 20; Life = 0; Pattern = PSYS_SRC_PATTERN_ANGLE_CONE; Radius = 0; Begin_Angle = 0.025; End_Angle = 0.025; Omega = < 0, 0, 0 >; Follow_Source = FALSE; Follow_Velocity = TRUE; Wind = FALSE; Bounce = FALSE; Minimum_Speed = 1.0; Maximum_Speed = 1.2; Acceleration = < 0.0, 0.0, -4.0 >; Target = FALSE; Target_Key = NULL_KEY; Particle_System (); } default { state_entry () { pee (); } touch_start (integer i){ llParticleSystem ([]); // Stop the particles } }I tried making my own script from scratch but it never did what I wanted it to, so I mixed it with a generated one. The particles behave exactly how they need to. The HUD is set up and ready to go. I just need to know where in this script to insert the lListen command. I tried tweaking the bottom by replacing touch_start but that didn't work either.