Shower

code // SETUP: Drop one optional particle texture and this script into a prim. // *ROTATE THE PRIM* to aim the spray of water. Adjust PSYS_PART_MAX_AGE so //                   that particles fade as they hit your floor. // Particles should start automatically. (Reset) the script if you insert a // particle texture later on. Add one or more CONTROLLER TEMPLATES to any // prims in the linked object to control when particles turn ON and OFF.

// Customize the particle_parameter values below to create your unique // particle effect and click SAVE. Values are explained along with their // min/max and default values further down in this script.

string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS. integer AUTO_START = TRUE;  // Optionally FALSE only if using CONTROLLERS.

list particle_parameters=[]; // stores your custom particle effect, defined below. list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts.

default { state_entry { particle_parameters = [ // start of particle settings // Texture Parameters: PSYS_SRC_TEXTURE, llGetInventoryName(INVENTORY_TEXTURE, 0), PSYS_PART_START_SCALE, <0.04, .3, FALSE>, PSYS_PART_END_SCALE, <.2, 0.5, FALSE>, PSYS_PART_START_COLOR, <.6,.6,.6>,   PSYS_PART_END_COLOR, <0.3,0.4,.6>, PSYS_PART_START_ALPHA, (float)0.75,            PSYS_PART_END_ALPHA, (float)0.50,

// Production Parameters: PSYS_SRC_BURST_PART_COUNT, (integer)5, PSYS_SRC_BURST_RATE, (float) 0.01, PSYS_PART_MAX_AGE, (float)1.0, PSYS_SRC_MAX_AGE,(float) 0.0,

// Placement Parameters: PSYS_SRC_PATTERN, (integer)8, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,

// Placement Parameters (for any non-DROP pattern): PSYS_SRC_BURST_SPEED_MIN, (float)1.3,  PSYS_SRC_BURST_SPEED_MAX, (float)1.9, PSYS_SRC_BURST_RADIUS, 0.1,

// Placement Parameters (only for ANGLE & CONE patterns): PSYS_SRC_ANGLE_BEGIN, (float) 0.08*PI,   PSYS_SRC_ANGLE_END, (float)0.08*PI, // PSYS_SRC_OMEGA, <0,0,0>,

// After-Effect & Influence Parameters: PSYS_SRC_ACCEL, <0.0,0.0, - 2.0 >, // PSYS_SRC_TARGET_KEY,     llGetLinkKey(llGetLinkNumber + 1),

PSYS_PART_FLAGS, (integer)( 0        // Texture Options:                                | PSYS_PART_INTERP_COLOR_MASK                                | PSYS_PART_INTERP_SCALE_MASK                                | PSYS_PART_EMISSIVE_MASK                                | PSYS_PART_FOLLOW_VELOCITY_MASK                                                  // After-effect & Influence Options:                             // | PSYS_PART_WIND_MASK                             // | PSYS_PART_BOUNCE_MASK                             // | PSYS_PART_FOLLOW_SRC_MASK                             // | PSYS_PART_TARGET_POS_MASK                             // | PSYS_PART_TARGET_LINEAR_MASK                            ) //end of particle settings ];

if ( AUTO_START ) llParticleSystem( particle_parameters );

}

link_message( integer sibling, integer num, string mesg, key target_key ) { if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out. return; } else if ( num == 0 ) { // Message says to turn particles OFF: llParticleSystem( [ ] ); } else if ( num == 1 ) { // Message says to turn particles ON: llParticleSystem( particle_parameters + target_parameters ); } else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target: target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ]; llParticleSystem( particle_parameters + target_parameters ); } else { // bad instruction number // do nothing. }   }

}

//============================= About Parameters ============================= // There are 22-ish NAMED attributes that affect a particle display. // To customize a display you give each a VALUE. // For example: PSYS_PART_START_COLOR is a named attribute, // and <1.0, 0.5, 0.0> is a color VALUE (orange, in this case). // // As long as your 'names' and 'values' are paired up properly, they can // be in any order! Any you omit a pair, it reverts to a default value.

//============================= Texture Parameters ============================= // // TEXTURE, can be an "Asset UUID" key copied from a texture //         that you have full permissions to, or the name of //          a texture in the prim's inventory. // // SCALE, (size) 0.0 to 4.0 meters wide, by 0.0 to 4.0 meters tall. (default 1x1) //         Textures are FLAT, so the 'z' part of the vector is ignored. //         Values smaller than 0.04x0.04 may not get rendered at all. //         Tiny particles vanish if the viewer is not near them. // // BEGIN_SCALE sets particle start size. // END_SCALE (end size) is ignored, if the INTERP_SCALE_MASK option is disabled. // // COLOR, < RED, GREEN, BLUE > from <0.00,0.00,0.00> (black) to <1.00,1.00,1.00> (white/default) // ALPHA, 1.0 = 100% visible(default), 0.0 = invisible. Less than 0.1 might not get seen. // START_COLOR and START_ALPHA set the color and transparency of newly created particles. // END_COLOR and END_ALPHA are ignored, if the INTERP_COLOR_MASK option is disabled.

//============================= Production Parameters ============================= // // BURST_PART_COUNT: quantity of particles per burst, 1 to 4096 (default 1), // // BURST_RATE: seconds to delay between particle bursts. 0.0 to 30.0 (default 0.1) // // PART_MAX_AGE: particle lifespan in seconds, 0.00 to 30.0 (default=10.0) //              PART_MAX_AGE less than 0.5 might not be visible. // // The default total number of particles that can be seen is 4096, if one or more // emitters try to create more than that, many will not be seen, and it may cause // viewer lag. Use as few particles as you can for your effect: // AGE/RATE * COUNT will tell you approximately how many particles your emitter creates. // // SRC_MAX_AGE: emitter auto shut-off timer. 1.0 to 60.0 seconds. 0.0 = never stop. (default)

//============================= Placement Parameters ============================= // // PATTERN: //     DROP, ignores all other placement settings. //     EXPLODE, spray particles in all directions //     ANGLE, sprays a flat "fan" shape defined by ANGLE_BEGIN and END values //     CONE, sprays "ring" or "cone" shapes defined by ANGLE_BEGIN and END values // // RADIUS: 0.0 to 50.0? distance from emitter to create new particles //     (RADIUS is disabled with DROP pattern and the FOLLOW_SRC & TARGET_LINEAR options) // // SPEED: 0.00 to 50.0? Sets min/max starting velocities for non-drop patterns. (default: 1.0) // // ANGLE_BEGIN & END: 0.00*PI (up) to 1.00*PI (down),  (Only for ANGLE & CONE patterns) //      (Values work much like the Sphere-prim's DIMPLE attributes.) (defaults: 0.0) // // OMEGA:  Sets how much to rotate angle/cone spray direction after //               every burst. 0.0 to PI? (default: <0,0,0>)

//======================== After-Effects & Influence Parameters ================ // // ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns) //         Causes particles to drift up/down or in a compass direction. //         Use ACCEL to create the illusion of (anti-)gravity or a directional wind. //         (ineffective with TARGET_LINEAR option) // // TARGET_KEY, "key", (requires the TARGET option be enabled). //      "key" can be a variety of many different things: // llGetOwner // llGetKey target self // llGetLinkKey(1) target parent prim // llGetLinkKey(llGetLinkNum + 1) target next prim in link set //        // WARNING: New copies of objects get new keys, you can't simply paste // a prim's key into your script and expect it to always work. Visit // the Particle Laboratory's section on TARGETS for a variety of ways // to dynamically find your target's key. There are different 'best ways' // depending on if your target is linked to your emitter or not.

//============================= About Options ============================= // // Each option may be ON/ENABLED (no leading // ) // or OFF/DISABLED (by putting a // in front of it.) // Options are combined together in a special way, (using the | symbol). // This creates one single Parameter for PSYS_PART_FLAGS.

//============================= Texture Options ============================= // // EMISSIVE: identical to "full bright" setting on prims // // FOLLOW_VELOCITY: particle texture 'tilts' towards the direction it's moving // // INTERP_COLOR: causes particle COLOR and ALPHA(transparency) to change over it's lifespan // // INTERP_SCALE: causes particle SCALE(size) to change over it's lifespan

//======================== After-Effects & Influences Options ================ // // BOUNCE: particles bounce up from the z-altitude of emitter, and cannot fall below it. // // WIND: the sim's wind will push particles around // // FOLLOW_SRC: makes particles move (but not rotate) if their emitter moves, (disables RADIUS) // // TARGET_POS: causes particles to arrive at a some target at end of of their lifespan. // // TARGET_LINEAR: forces particles to form into an even line from emitter to target //               and forces a DROP-like pattern and disables effects of WIND and ACCEL

//======================================================================== //======================== USING CONTROL TEMPLATES ======================= // // Want to control when your particles turn ON and OFF? You can! // // Drop one (or more) of the CONTROL TEMPLATES from the particle laboratory // into your object containing this script. That's it!

// Your controls should be effective immediately. (Some controllers can be // adjusted and tuned, open them and read the USAGE notes to see.) // // One control template can control several particle templates in the // same object. (keep in mind that each prim can only have ONE // particle effect active at a time). // // The 'particle_effect_name' value must be the same in both the control // and particle template to work. You can change that value and have // a controller for one effect, and a different controller for a different // effect in the same object. //

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