Particle toward some object:
default
{
state_entry()
{
llSay(0, "Hello, Avatar!");
llParticleSystem([]);
}
touch_start(integer total_number)
{
string keydata= "ecd1c49e-7a5f-17e9-4a13-a51770d9c36c";
llSay(0, "Touched.");
llParticleSystem([
PSYS_PART_FLAGS, PSYS_PART_TARGET_POS_MASK | PSYS_PART_EMISSIVE_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE | PSYS_SRC_PATTERN_DROP,
PSYS_PART_START_COLOR, <1,1,1>,
PSYS_SRC_TARGET_KEY,(key)keydata,
PSYS_PART_START_SCALE,<0.1,0.1,0.1>,
PSYS_PART_END_SCALE,<0.1,0.1,0.1>,
PSYS_SRC_BURST_PART_COUNT,5]
);
}
}
Script to raise water level:
default
{
state_entry()
{
llSay(0, "Hello, Avatar!");
}
touch_start(integer total_number)
{
llSay(0, "Touched.");
llMinEventDelay(2.0);
float i=23.0;
for(i=23;i<26;i+=0.2)
llSetPos(<251.012,35.698,i>);
}
}
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