// Simple shower script. // If you want the "droplet" texture, give me a shout (IM in-world) // // Particle Template from: http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryKeknehvParticles // // Kimm Paulino // March 2012 integer gState = 0; StartWaterBurst () { llParticleSystem([ //KPSv1.0 PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them //| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis //| PSYS_PART_WIND_MASK //Particles are moved by wind | PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end | PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end //| PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter //| PSYS_PART_FOLLOW_VELOCITY_MASK //Particles are created at the velocity of the emitter //| PSYS_PART_TARGET_POS_MASK //Particles follow the target | PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow) //| PSYS_PART_TARGET_LINEAR_MASK //Undocumented--Sends particles in straight line? , //PSYS_SRC_TARGET_KEY , NULL_KEY, //Key of the target for the particles to head towards //This one is particularly finicky, so be careful. //Choose one of these as a pattern: //PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity //PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter //PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle //PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE ,PSYS_SRC_TEXTURE, "droplet" //,PSYS_SRC_TEXTURE, "" //UUID of the desired particle texture, or inventory name ,PSYS_SRC_MAX_AGE, 0.0 //Time, in seconds, for particles to be emitted. 0 = forever ,PSYS_PART_MAX_AGE, 2.0 //Lifetime, in seconds, that a particle lasts ,PSYS_SRC_BURST_RATE, 0.0 //How long, in seconds, between each emission ,PSYS_SRC_BURST_PART_COUNT, 10 //Number of particles per emission ,PSYS_SRC_BURST_RADIUS, 0.0 //Radius of emission ,PSYS_SRC_BURST_SPEED_MIN, 1.0 //Minimum speed of an emitted particle ,PSYS_SRC_BURST_SPEED_MAX, 2.0 //Maximum speed of an emitted particle ,PSYS_SRC_ACCEL, <0.0,0.0,-2.0> //Acceleration of particles each second ,PSYS_PART_START_COLOR, <0.9,0.9,1.0> //Starting RGB color ,PSYS_PART_END_COLOR, <0.7,0.7,1.0> //Ending RGB color, if INTERP_COLOR_MASK is on ,PSYS_PART_START_ALPHA, 0.7 //Starting transparency, 1 is opaque, 0 is transparent. ,PSYS_PART_END_ALPHA, 0.5 //Ending transparency ,PSYS_PART_START_SCALE, <0.05,0.05,0.0> //Starting particle size ,PSYS_PART_END_SCALE, <0.12,0.12,0.0> //Ending particle size, if INTERP_SCALE_MASK is on ,PSYS_SRC_ANGLE_BEGIN, 0 //Inner angle for ANGLE patterns ,PSYS_SRC_ANGLE_END, PI / 6.0 //Outer angle for ANGLE patterns ,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega() ]); } WaterStop() { llParticleSystem ([]); } default { state_entry() { gState = 0; } touch_start( integer num ) { gState++; if (gState > 1) { gState = 0; } if (gState == 1) { StartWaterBurst(); } else { WaterStop(); } } }