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Found 3 results

  1. Hello! I have a question. My seaplane during the movement on water produces foam trace. But the emission goes by impulses, uneven. Help please make the trace smoother and more continuous! Thanks in advance! [PSYS_PART_MAX_AGE,5.00, PSYS_PART_FLAGS, 291, PSYS_PART_START_COLOR, <0.89900, 0.93776, 0.97216>, PSYS_PART_END_COLOR, <0.98706, 0.98044, 0.98756>, PSYS_PART_START_SCALE,<1.00750, 1.00752, 0.00000>, PSYS_PART_END_SCALE,<3.00369, 3.00974, 0.00000>, PSYS_SRC_PATTERN, 4, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,16, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,1.00, PSYS_SRC_BURST_SPEED_MAX,1.00, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "013bfffb-d1a5-04e9-d776-67d4ade3b99b", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.50]);
  2. Hello! Help please with particles! I build a boat and I want to make such a wake on the water, which starts from the very nose and goes around the boats's hull. I saw it inworld so I believe its possible, I just dont know how. Particles does not go through the hull. They are slightly spraying forward and then circling the boat. But my particles go through without encountering obstacles. How can I simulate such particle wake? I have a particle script generator. I'm playing with sliders but I can not find the right one yet. Maybe someone has done this before and just tell the right parameter? This would greatly help. (Animation shows my particles going through obstacle)
  3. Hello! I have a wake particle script for the boat. But it works constantly. How to make it work only when the boat is moving? Thank you for any help. // wake particles script // 2017 default { state_entry() { llParticleSystem( [ PSYS_SRC_TEXTURE, "aaf351f6-a777-b5e8-c0a9-a2232f650742", PSYS_PART_START_SCALE, <1.30000, 0.30000, 1.00000>, PSYS_PART_END_SCALE, <0.70000, 0.70000, 0.00000>, PSYS_PART_START_COLOR, <0.80000, 0.90000, 1.00000>, PSYS_PART_END_COLOR, <0.850000, 0.90000, 1.00000>, PSYS_PART_START_ALPHA, 0.1200000, PSYS_PART_END_ALPHA, 0.0800000, PSYS_SRC_BURST_PART_COUNT, 250, PSYS_SRC_BURST_RATE, 0.010000, PSYS_PART_MAX_AGE, 10, PSYS_SRC_MAX_AGE, 0.000000, PSYS_SRC_PATTERN, 4, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE, PSYS_SRC_ACCEL, <0.00000, 0.00000, -0.00005>, PSYS_SRC_BURST_RADIUS, 0.0, PSYS_SRC_BURST_SPEED_MIN, 0.900000, PSYS_SRC_BURST_SPEED_MAX, 0.400000, PSYS_SRC_ANGLE_BEGIN, 0.000000 * PI, PSYS_SRC_ANGLE_END, 0.01000 * PI, PSYS_SRC_OMEGA, <0.00000, 0.00000, 0.00000>, // PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1), PSYS_PART_FLAGS, ( 0 | PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK // | PSYS_PART_WIND_MASK // | PSYS_PART_BOUNCE_MASK // | PSYS_PART_FOLLOW_SRC_MASK // | PSYS_PART_TARGET_POS_MASK // | PSYS_PART_TARGET_LINEAR_MASK ) ] ); } }
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