Skip to content
lsl.devlsl.devLSL Dev

Constants in the ParticleFlag flag set. These are flags and can be combined with bitwise OR.

All constant groups

At a glance, from the LSL definitions
integer PSYS_PART_BOUNCE_MASK = 0x4;  // Particle flag causing particles to bounce off a plane at the emitter object's Z height.integer PSYS_PART_EMISSIVE_MASK = 0x100;  // Particle flag that makes particles full-bright and unaffected by global lighting (sunlight).integer PSYS_PART_FOLLOW_SRC_MASK = 0x10;  // Particle flag causing particle positions to remain relative to the position and movement of the emitter.integer PSYS_PART_FOLLOW_VELOCITY_MASK = 0x20;  // Particle flag causing particles to rotate and orient their vertical 'top' toward their direction of movement or emission.integer PSYS_PART_INTERP_COLOR_MASK = 0x1;  // Particle flag causing the particle's color and alpha to smoothly interpolate from their START values to their END values over its lifetime.integer PSYS_PART_INTERP_SCALE_MASK = 0x2;  // Particle flag causing the particle's size/scale to transition from its START setting to its END setting over its lifetime.integer PSYS_PART_RIBBON_MASK = 0x400;  // Particle flag that joins emitted particles into a continuous ribbon strip.integer PSYS_PART_TARGET_LINEAR_MASK = 0x80;  // Particle flag causing emitted particles to move in a straight, evenly-spaced line toward the PSYS_SRC_TARGET_KEY target.integer PSYS_PART_TARGET_POS_MASK = 0x40;  // Particle flag causing emitted particles to change course and travel toward the target specified by PSYS_SRC_TARGET_KEY during their lifetime.integer PSYS_PART_WIND_MASK = 0x8;  // Particle flag that applies wind as a secondary force on the particles, damping their velocity toward the wind velocity.

Constants

ConstantTypeValueDescription
PSYS_PART_BOUNCE_MASKinteger0x4Particle flag causing particles to bounce off a plane at the emitter object's Z height.
PSYS_PART_EMISSIVE_MASKinteger0x100Particle flag that makes particles full-bright and unaffected by global lighting (sunlight). Otherwise, particles are lit by current global lighting or local point lights.
PSYS_PART_FOLLOW_SRC_MASKinteger0x10Particle flag causing particle positions to remain relative to the position and movement of the emitter. Enabling this flag disables the PSYS_SRC_BURST_RADIUS rule.
PSYS_PART_FOLLOW_VELOCITY_MASKinteger0x20Particle flag causing particles to rotate and orient their vertical 'top' toward their direction of movement or emission. Otherwise, they remain vertically oriented with the top of the texture facing up.
PSYS_PART_INTERP_COLOR_MASKinteger0x1Particle flag causing the particle's color and alpha to smoothly interpolate from their START values to their END values over its lifetime.
PSYS_PART_INTERP_SCALE_MASKinteger0x2Particle flag causing the particle's size/scale to transition from its START setting to its END setting over its lifetime.
PSYS_PART_RIBBON_MASKinteger0x400Particle flag that joins emitted particles into a continuous ribbon strip. Textures stretch to join adjacent edges. Width is controlled by the 'x' start/end scale; 'y' controls maximum visibility distance. Ribbon segments are not camera-facing, mimic the emitter's Z-axis, and require horizontal movement to render.
PSYS_PART_TARGET_LINEAR_MASKinteger0x80Particle flag causing emitted particles to move in a straight, evenly-spaced line toward the PSYS_SRC_TARGET_KEY target. Ignores non-DROP patterns, radius, burst speeds, angles, omega, acceleration, and wind. Combining with bounce while target is below emitter deflects particles upward.
PSYS_PART_TARGET_POS_MASKinteger0x40Particle flag causing emitted particles to change course and travel toward the target specified by PSYS_SRC_TARGET_KEY during their lifetime. If no valid or reachable target is set, particles target the emitting prim itself.
PSYS_PART_WIND_MASKinteger0x8Particle flag that applies wind as a secondary force on the particles, damping their velocity toward the wind velocity.