Category:Scripts

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(Sit and position)
m (Particles)
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== Particles ==
 
== Particles ==
  
 +
<source lang="lsl">
  
 
// *** Fountian Particles ***
 
// *** Fountian Particles ***
Line 81: Line 82:
 
     }
 
     }
 
}
 
}
 +
</source>
  
 
== Sound loop ==
 
== Sound loop ==

Revision as of 06:28, 10 October 2008

Hi all. As this page is still here i guess it's either been overlooked or it may be useful. I'll continue to put scripts that I've found that work.. It will i hope be obvious that they are not mine, and that i am not nor claim to be the author.

The scripts are gleemed from anywhere open source, and my thanks go out to all those bright people who write this stuff :-)

I am running opensim from the svn (Latest build daily) thing, then compile it in visual studio it occasionally wants to update the code to 2008 vers so i let it :-) where possible i will show the author and a link :-) Any problems let me know zoon@edenrealm.co.uk copy all below the "heading" into a new script in your in-world inventory, then drag and drop into your prim..... as if you didnt know :-) Samantha can be located on Openlife grid, Oh yes, i have played with the settings a little. There are lots of sources to look at and OsGrid would be a great place to start.

Contents

Particles

// *** Fountian Particles ***
// *** by Samantha Fuller ***
// *** ver 1 for OLG alpha .5 - March 5 /08 ***
integer on;
start_particles()
{
    llParticleSystem([
    PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK //PSYS_PART_TARGET_POS_MASK 
    | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK, 
//|PSYS_PART_WIND_MASK,
//PSYS_PART_FOLLOW_VELOCITY_MASK,
    PSYS_SRC_PATTERN,
// ***  Choose 1 pattern from the following ***
    // PSYS_SRC_PATTERN_EXPLODE,
       PSYS_SRC_PATTERN_DROP,
    // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY,
    // PSYS_SRC_PATTERN_ANGLE_CONE,
    // PSYS_SRC_PATTERN_ANGLE,
 
    PSYS_SRC_ANGLE_BEGIN, 5.015, 
    PSYS_SRC_ANGLE_END, 10.5,
    PSYS_PART_START_SCALE, <0.1, 0.3, 0.1>,
    PSYS_PART_END_SCALE, <5.05,5.05,5.05>,
    PSYS_PART_START_ALPHA, .9,
    PSYS_PART_END_ALPHA, 0.05,
    PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,
    PSYS_PART_END_COLOR, <1.0, 0.0, 1.0>,
    PSYS_PART_MAX_AGE, 5.5,
    PSYS_SRC_ACCEL, < 0.0, 0.0, 0.2>,
    PSYS_SRC_BURST_RATE, 0.500,
    PSYS_SRC_BURST_PART_COUNT, 10,
    PSYS_SRC_BURST_RADIUS, 1.075,
    PSYS_SRC_BURST_SPEED_MAX, 2,
    PSYS_SRC_BURST_SPEED_MIN, 1,
    PSYS_SRC_TARGET_KEY, llGetKey()
    ]);
}
 
default
{
    state_entry()
    {
        start_particles();
        llSleep(6);
        //llParticleSystem([]);
        llWhisper(0,"particle change");
    }
 touch_start(integer touches)
    {
        if (on == 0)
        {
            on = 1;
            start_particles();
            llWhisper(0,"fountian on");
        }
        else
        {
            on = 0;
            llParticleSystem([]);
            llWhisper(0,"fountian off");
        }
    }
}

Sound loop

default {

   state_entry()
   {
       llSetTimerEvent(9.9);
       llSay(0,"reset.");
   }
   
   timer()
   {
       llPlaySound("rightclick on your sound and copy the UUID here, with care",1.0);
   }

}


Smooth rotate texture

default {

   state_entry()                                   
   {                                               
      float SPEED = 0.2; 
      llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 0, 0, 1.0, 1000, SPEED);
   }

}


Sit and position

Just drop into an object and play with the vector rot stuff and llsitTarget till happy :-)

[code starts after this]

default{

state_entry()

       {
        llSetText("sit here ", <0,1,0>,1);
        llSay(0,"started");
        vector rot=<180.0, -180.0, 0.0>*DEG_TO_RAD;
        rotation finalrot=llEuler2Rot(rot);
        llSitTarget(<-0.35, 0.0, 0.75>,finalrot);
       }
      }

rotates the prim

I think this came from Nebaden :-).....

[code] default

 {
   state_entry()
    {
     llSetText("put your text in here", <1,1,1>,1);
     llTargetOmega(<0,0,1>, 0.2, 2);
    }
 }

[end of code].......

Will keep updating until told otherwise :-)

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