public void SetAura(SceneObjectPart From, Vector3 color, float radius, float burstRadius, float age, float burstRate, Primitive.ParticleSystem.SourcePattern patternFlags) { Primitive.ParticleSystem prules = new Primitive.ParticleSystem(); //prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Emissive | // Primitive.ParticleSystem.ParticleDataFlags.FollowSrc; //PSYS_PART_FLAGS //prules.PartDataFlags = Primitive.ParticleSystem.ParticleDataFlags.Beam | // Primitive.ParticleSystem.ParticleDataFlags.TargetPos; prules.PartStartColor.R = color.X; //PSYS_PART_START_COLOR prules.PartStartColor.G = color.Y; prules.PartStartColor.B = color.Z; prules.PartStartColor.A = 0.5f; //PSYS_PART_START_ALPHA, transparency prules.PartEndColor.R = color.X; //PSYS_PART_END_COLOR prules.PartEndColor.G = color.Y; prules.PartEndColor.B = color.Z; prules.PartEndColor.A = 0.5f; //PSYS_PART_END_ALPHA, transparency /*prules.PartStartScaleX = 0.5f; //PSYS_PART_START_SCALE * prules.PartStartScaleY = 0.5f; * prules.PartEndScaleX = 0.5f; //PSYS_PART_END_SCALE * prules.PartEndScaleY = 0.5f; */ prules.PartStartScaleX = radius; //PSYS_PART_START_SCALE prules.PartStartScaleY = radius; prules.PartEndScaleX = radius; //PSYS_PART_END_SCALE prules.PartEndScaleY = radius; prules.PartMaxAge = age; //PSYS_PART_MAX_AGE prules.PartAcceleration.X = 0.0f; //PSYS_SRC_ACCEL prules.PartAcceleration.Y = 0.0f; prules.PartAcceleration.Z = 0.0f; prules.Pattern = patternFlags; //PSYS_SRC_PATTERN //prules.Texture = UUID.Zero;//= UUID //PSYS_SRC_TEXTURE, default used if blank prules.BurstRate = burstRate; //PSYS_SRC_BURST_RATE prules.BurstPartCount = 2; //PSYS_SRC_BURST_PART_COUNT //prules.BurstRadius = radius; //PSYS_SRC_BURST_RADIUS prules.BurstRadius = burstRadius; //PSYS_SRC_BURST_RADIUS prules.BurstSpeedMin = 0.001f; //PSYS_SRC_BURST_SPEED_MIN prules.BurstSpeedMax = 0.001f; //PSYS_SRC_BURST_SPEED_MAX prules.MaxAge = 0.0f; //PSYS_SRC_MAX_AGE //prules.Target = To; //PSYS_SRC_TARGET_KEY prules.AngularVelocity.X = 0.0f; //PSYS_SRC_OMEGA prules.AngularVelocity.Y = 0.0f; prules.AngularVelocity.Z = 0.0f; prules.InnerAngle = 0.0f; //PSYS_SRC_ANGLE_BEGIN prules.OuterAngle = 0.0f; //PSYS_SRC_ANGLE_END prules.CRC = 1; //activates the particle system?? From.AddNewParticleSystem(prules); }