Friday, November 30, 2007

Fog Script

Dan - here is the fog script. Its a simple particle script, you can modify the color, if it bounces off the z-plane, effected by wind or have it follow different objects or avatars


// Particle Script

integer glow = TRUE; // Make the particles glow
integer bounce = TRUE; // 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 pattern:
// 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 nothing, "owner" for creator, "self" for host object

key target = "self";

// Particle paramaters
float age = 8; // 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 = 0.2; // Start alpha (transparency) value
float endAlpha = 0.3; // End alpha (transparency) value
vector startColor = <7,25,34.45>; // Start color of particles
vector endColor = <1,252,34.4>; // End color of particles (if interpColor == TRUE)
vector startSize = <1.0,1.0,1.0>; // Start size of particles
vector endSize = <1.0,1.0,1.0>; // 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 = .9; // Radius to emit particles for BURST pattern
integer count = 500; // How many particles to emit per BURST
float outerAngle = 2.0; // Outer angle for all ANGLE patterns
float innerAngle = 2.0; // Inner angle for all ANGLE patterns
vector omega = <1,2,3>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
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
]);
}

default
{
state_entry()
{
updateParticles();
}
}

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