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− | Hi all.
| + | <!-- Moved each of the scripts that were on this page to their own page. See below. --> |
− | As this page is still here i guess it's either been overlooked or it may be useful.
| + | Several LSL and/or OSSL scripts that were contributed by users of OpenSim |
− | I'll continue to put scripts that I've found that work..
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− | It will i hope be obvious that they are not mine, and that i am not nor claim to be the author.
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− | The scripts are gleemed from anywhere open source, and my thanks go out to all
| + | [[Category:Scripting]] |
− | those bright people who write this stuff :-)
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− | | + | |
− | I am running opensim from the svn (Latest build daily) thing, then compile it in visual studio
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− | it occasionally wants to update the code to 2008 vers so i let it :-)
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− | where possible i will show the author and a link :-)
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− | Any problems let me know zoon@edenrealm.co.uk
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− | copy all below the "heading" into a new script in your in-world inventory, then drag and drop into your prim.....
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− | as if you didnt know :-) Samantha can be located on Openlife grid, Oh yes, i have played with the settings a little.
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− | There are lots of sources to look at and OsGrid would be a great place to start.
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− | | + | |
− | == Particles ==
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− | | + | |
− | <source lang="lsl">
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− | | + | |
− | // *** Fountian Particles ***
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− | // *** by Samantha Fuller ***
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− | // *** ver 1 for OLG alpha .5 - March 5 /08 ***
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− | integer on;
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− | start_particles()
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− | {
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− | llParticleSystem([
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− | PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK //PSYS_PART_TARGET_POS_MASK
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− | | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK,
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− | //|PSYS_PART_WIND_MASK,
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− | //PSYS_PART_FOLLOW_VELOCITY_MASK,
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− | PSYS_SRC_PATTERN,
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− | // *** Choose 1 pattern from the following ***
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− | // PSYS_SRC_PATTERN_EXPLODE,
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− | PSYS_SRC_PATTERN_DROP,
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− | // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY,
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− | // PSYS_SRC_PATTERN_ANGLE_CONE,
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− | // PSYS_SRC_PATTERN_ANGLE,
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− | | + | |
− | PSYS_SRC_ANGLE_BEGIN, 5.015,
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− | PSYS_SRC_ANGLE_END, 10.5,
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− | PSYS_PART_START_SCALE, <0.1, 0.3, 0.1>,
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− | PSYS_PART_END_SCALE, <5.05,5.05,5.05>,
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− | PSYS_PART_START_ALPHA, .9,
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− | PSYS_PART_END_ALPHA, 0.05,
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− | PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,
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− | PSYS_PART_END_COLOR, <1.0, 0.0, 1.0>,
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− | PSYS_PART_MAX_AGE, 5.5,
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− | PSYS_SRC_ACCEL, < 0.0, 0.0, 0.2>,
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− | PSYS_SRC_BURST_RATE, 0.500,
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− | PSYS_SRC_BURST_PART_COUNT, 10,
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− | PSYS_SRC_BURST_RADIUS, 1.075,
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− | PSYS_SRC_BURST_SPEED_MAX, 2,
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− | PSYS_SRC_BURST_SPEED_MIN, 1,
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− | PSYS_SRC_TARGET_KEY, llGetKey()
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− | ]);
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− | }
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− | | + | |
− | default
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− | {
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− | state_entry()
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− | {
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− | start_particles();
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− | llSleep(6);
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− | //llParticleSystem([]);
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− | llWhisper(0,"particle change");
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− | }
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− | touch_start(integer touches)
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− | {
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− | if (on == 0)
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− | {
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− | on = 1;
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− | start_particles();
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− | llWhisper(0,"fountian on");
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− | }
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− | else
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− | {
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− | on = 0;
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− | llParticleSystem([]);
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− | llWhisper(0,"fountian off");
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− | }
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− | }
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− | }
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− | </source>
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− | | + | |
− | == Sound loop ==
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− | | + | |
− | | + | |
− | default
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− | {
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− | state_entry()
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− | {
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− | llSetTimerEvent(9.9);
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− | llSay(0,"reset.");
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− | }
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− |
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− | timer()
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− | {
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− | llPlaySound("rightclick on your sound and copy the UUID here, with care",1.0);
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− | }
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− | }
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− | | + | |
− | | + | |
− | == Smooth rotate texture ==
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− | | + | |
− | default
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− | {
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− | state_entry()
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− | {
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− | float SPEED = 0.2;
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− | llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 0, 0, 1.0, 1000, SPEED);
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− | }
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− | }
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− | | + | |
− | | + | |
− | | + | |
− | == Sit and position ==
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− | Just drop into an object and play with the vector rot stuff and llsitTarget till happy :-)
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− | | + | |
− | [code starts after this]
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− | | + | |
− | default{
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− | | + | |
− | state_entry()
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− | {
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− | llSetText("sit here ", <0,1,0>,1);
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− | llSay(0,"started");
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− | vector rot=<180.0, -180.0, 0.0>*DEG_TO_RAD;
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− | rotation finalrot=llEuler2Rot(rot);
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− | llSitTarget(<-0.35, 0.0, 0.75>,finalrot);
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− | }
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− | }
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− | | + | |
− | == rotates the prim ==
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− | I think this came from Nebaden :-).....
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− | | + | |
− | [code]
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− | default
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− | {
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− | state_entry()
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− | {
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− | llSetText("put your text in here", <1,1,1>,1);
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− | llTargetOmega(<0,0,1>, 0.2, 2);
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− | }
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− | }
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− | | + | |
− | [end of code].......
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− | | + | |
− | Will keep updating until told otherwise :-)
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