# Class: particleforceid

Particle forces within particlesys allow greater control of the dynamic beahvior. You can create general effects such as wind and gravity within the prt-script itself. However for location based effects you must add particle forces with this class. You can also get access to the orginal prt scripts. The number of total forces per particlesys is limited to 32 and name must be shorter than 16 characters. The more you add, the slower it will be.

## Hierarchy

    o-+ ressubid
      o-+ particleforceid

## Methods:

### Method overview:

- activate
- agevec3
- airresistance
- createagedvelocity
- creategravity
- createmagnet
- createtarget
- createwind
- deactivate
- delete
- linkbone
- linkworldref
- range
- strength
- time
- turbulence
- vector

activate (particleforceid)
  returns: ()
  force is activated.
agevec3 (particleforceid,int index,[float x,y,z])
  returns: ([float x,y,z])
  returns or sets the vector3 at the particle interpolator step. (for aged forces)
airresistance (particleforceid,[float])
  returns: ([float])
  returns or sets airresistance for wind.
createagedvelocity (particlesys,string name)
  returns: ([particleforceid])
  returns a new particleforceid if particlesys had an empty slot. Aged velocity means that velocity of the particle will be interpolated to based on its age. The age velocities must be set by the user and will be rotated by the node it is linked to
creategravity (particlesys,string name)
  returns: ([particleforceid])
  returns a new particleforceid if particlesys had an empty slot. Gravity is constant acceleration.
createmagnet (particlesys,string name)
  returns: ([particleforceid])
  returns a new particleforceid if particlesys had an empty slot. Magnet is similar to target but a ranged effect, only within range particles are affected and the strenght falloff is quadratic with distance
createtarget (particlesys,string name)
  returns: ([particleforceid])
  returns a new particleforceid if particlesys had an empty slot. Target means that particles will be attracted or repulsed by target.
createwind (particlesys,string name)
  returns: ([particleforceid])
  returns a new particleforceid if particlesys had an empty slot. Wind is acceleration if slower than wind, or deceleration if faster.
deactivate (particleforceid)
  returns: ()
  force is deactivated.
delete (particleforceid)
  returns: ()
  force is deleted.
linkbone (particleforceid,[l3dmodel, boneid])
  returns: ()
  sets the reference for magnet,target or agedvelocity. Be aware that if the linked l3dmodel is not visible then the used boneposition will be the last when it was visible.
linkworldref (particleforceid,[actornode/scenenode])
  returns: ()
  sets the reference for magnet,target or agedvelocity.
range (particleforceid,[float])
  returns: ([float])
  returns or sets range for magnet.
strength (particleforceid,[float])
  returns: ([float])
  returns or sets strength (positive attraction, negative repulsion) for target,magnet, agedvelocity.
time (particleforceid,[int start,end])
  returns: ([int start,end])
  returns or sets start- and endtime for force. A particle must be at least starttime (ms) old and younger than endtime to be affected. Set either to 0 to disable the check for start/endtime.
turbulence (particleforceid,[float])
  returns: ([float])
  returns or sets turbulence for the effect.
vector (particleforceid,[float x,y,z])
  returns: ([float x,y,z])
  returns or sets the vector (must not be normalized). For wind and gravity this serves as direction and strength. For magnet and target it is an offset to the linked node.

## Inherited Methods:

### From ressubid

hostinfo