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Purrrwicca

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  1. I have a question :catindifferent: I found this leaf emitter script for free online. Is there any way to use multiple leaf textures? I have this added in my firefly script; // random texture selection { integer number = llGetInventoryNumber(INVENTORY_TEXTURE); float rand = llFrand(number); integer choice = (integer)rand; string name = llGetInventoryName(INVENTORY_TEXTURE, choice); // texture selection ends here Here is the script I found; //// -> TEMPLATE CHANGED FOR FALLING LEAVES - by Haplo Voss - 11/2/2010 <- //// You are free to use this script as you please, so long as you include this line: //** The original 'free' version of this script came from THE PARTICLE LABORATORY. **// // SETUP: Drop one optional particle texture and this script into a prim. // Particles should start automatically. (Reset) the script if you insert a // particle texture later on. Add one or more CONTROLLER TEMPLATES to any // prims in the linked object to control when particles turn ON and OFF. // Customize the particle_parameter values below to create your unique // particle effect and click SAVE. Values are explained along with their // min/max and default values further down in this script. string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS. integer AUTO_START = TRUE; // Optionally FALSE only if using CONTROLLERS. list particle_parameters=[]; // stores your custom particle effect, defined below. list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts. default { state_entry() { particle_parameters = [ // start of particle settings // Texture Parameters: PSYS_SRC_TEXTURE, "leaf", PSYS_PART_START_SCALE, <.4,.4, FALSE>, PSYS_PART_END_SCALE, <.5,.5, FALSE>, PSYS_PART_START_COLOR, <1,1,1>, PSYS_PART_END_COLOR, <1,1,1>, PSYS_PART_START_ALPHA, (float)0.5, PSYS_PART_END_ALPHA, (float)1.0, // Production Parameters: PSYS_SRC_BURST_PART_COUNT, (integer)5, PSYS_SRC_BURST_RATE, (float) 25.00, PSYS_PART_MAX_AGE, (float)15.0, PSYS_SRC_MAX_AGE,(float) 0.0, // Placement Parameters: PSYS_SRC_PATTERN, (integer)2, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE, // Placement Parameters (for any non-DROP pattern): PSYS_SRC_BURST_SPEED_MIN, (float)0.5, PSYS_SRC_BURST_SPEED_MAX, (float)0.0, PSYS_SRC_BURST_RADIUS, 5.0, // Placement Parameters (only for ANGLE & CONE patterns): PSYS_SRC_ANGLE_BEGIN, (float) .25*PI, PSYS_SRC_ANGLE_END, (float)0.0*PI, // PSYS_SRC_OMEGA, <0,0,0>, // After-Effect & Influence Parameters: PSYS_SRC_ACCEL, <0.0,0.0,-.8>, // PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1), PSYS_PART_FLAGS, (integer)( 0 // Texture Options: | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK | PSYS_PART_EMISSIVE_MASK // | PSYS_PART_FOLLOW_VELOCITY_MASK // After-effect & Influence Options: | PSYS_PART_WIND_MASK // | PSYS_PART_BOUNCE_MASK // | PSYS_PART_FOLLOW_SRC_MASK // | PSYS_PART_TARGET_POS_MASK // | PSYS_PART_TARGET_LINEAR_MASK ) //end of particle settings ]; if ( AUTO_START ) llParticleSystem( particle_parameters ); } link_message( integer sibling, integer num, string mesg, key target_key ) { if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out. return; } else if ( num == 0 ) { // Message says to turn particles OFF: llParticleSystem( [ ] ); } else if ( num == 1 ) { // Message says to turn particles ON: llParticleSystem( particle_parameters + target_parameters ); } else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target: target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ]; llParticleSystem( particle_parameters + target_parameters ); } else { // bad instruction number // do nothing. } } } //============================= About Parameters ============================= // There are 22-ish NAMED attributes that affect a particle display. // To customize a display you give each a VALUE. // For example: PSYS_PART_START_COLOR is a named attribute, // and <1.0, 0.5, 0.0> is a color VALUE (orange, in this case). // // As long as your 'names' and 'values' are paired up properly, they can // be in any order! Any you omit a pair, it reverts to a default value. //============================= Texture Parameters ============================= // // TEXTURE, can be an "Asset UUID" key copied from a texture // that you have full permissions to, or the name of // a texture in the prim's inventory. // // SCALE, (size) 0.0 to 4.0 meters wide, by 0.0 to 4.0 meters tall. (default 1x1) // Textures are FLAT, so the 'z' part of the vector is ignored. // Values smaller than 0.04x0.04 may not get rendered at all. // Tiny particles vanish if the viewer is not near them. // // BEGIN_SCALE sets particle start size. // END_SCALE (end size) is ignored, if the INTERP_SCALE_MASK option is disabled. // // COLOR, < RED, GREEN, BLUE > from <0.00,0.00,0.00> (black) to <1.00,1.00,1.00> (white/default) // ALPHA, 1.0 = 100% visible(default), 0.0 = invisible. Less than 0.1 might not get seen. // START_COLOR and START_ALPHA set the color and transparency of newly created particles. // END_COLOR and END_ALPHA are ignored, if the INTERP_COLOR_MASK option is disabled. //============================= Production Parameters ============================= // // BURST_PART_COUNT: quantity of particles per burst, 1 to 4096 (default 1), // // BURST_RATE: seconds to delay between particle bursts. 0.0 to 30.0 (default 0.1) // // PART_MAX_AGE: particle lifespan in seconds, 0.00 to 30.0 (default=10.0) // PART_MAX_AGE less than 0.5 might not be visible. // // The default total number of particles that can be seen is 4096, if one or more // emitters try to create more than that, many will not be seen, and it may cause // viewer lag. Use as few particles as you can for your effect: // AGE/RATE * COUNT will tell you approximately how many particles your emitter creates. // // SRC_MAX_AGE: emitter auto shut-off timer. 1.0 to 60.0 seconds. 0.0 = never stop. (default) //============================= Placement Parameters ============================= // // PATTERN: // DROP, ignores all other placement settings. // EXPLODE, spray particles in all directions // ANGLE, sprays a flat "fan" shape defined by ANGLE_BEGIN and END values // CONE, sprays "ring" or "cone" shapes defined by ANGLE_BEGIN and END values // // RADIUS: 0.0 to 50.0? distance from emitter to create new particles // (RADIUS is disabled with DROP pattern and the FOLLOW_SRC & TARGET_LINEAR options) // // SPEED: 0.00 to 50.0? Sets min/max starting velocities for non-drop patterns. (default: 1.0) // // ANGLE_BEGIN & END: 0.00*PI (up) to 1.00*PI (down), (Only for ANGLE & CONE patterns) // (Values work much like the Sphere-prim's DIMPLE attributes.) (defaults: 0.0) // // OMEGA: <x,y,z> Sets how much to rotate angle/cone spray direction after // every burst. 0.0 to PI? (default: <0,0,0>) //======================== After-Effects & Influence Parameters ================ // // ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns) // Causes particles to drift up/down or in a compass direction. // Use ACCEL to create the illusion of (anti-)gravity or a directional wind. // (ineffective with TARGET_LINEAR option) // // TARGET_KEY, "key", (requires the TARGET option be enabled). // "key" can be a variety of many different things: // llGetOwner() // llGetKey() target self // llGetLinkKey(1) target parent prim // llGetLinkKey(llGetLinkNum() + 1) target next prim in link set // // WARNING: New copies of objects get new keys, you can't simply paste // a prim's key into your script and expect it to always work. Visit // the Particle Laboratory's section on TARGETS for a variety of ways // to dynamically find your target's key. There are different 'best ways' // depending on if your target is linked to your emitter or not. //============================= About Options ============================= // // Each option may be ON/ENABLED (no leading // ) // or OFF/DISABLED (by putting a // in front of it.) // Options are combined together in a special way, (using the | symbol). // This creates one single Parameter for PSYS_PART_FLAGS. //============================= Texture Options ============================= // // EMISSIVE: identical to "full bright" setting on prims // // FOLLOW_VELOCITY: particle texture 'tilts' towards the direction it's moving // // INTERP_COLOR: causes particle COLOR and ALPHA(transparency) to change over it's lifespan // // INTERP_SCALE: causes particle SCALE(size) to change over it's lifespan //======================== After-Effects & Influences Options ================ // // BOUNCE: particles bounce up from the z-altitude of emitter, and cannot fall below it. // // WIND: the sim's wind will push particles around // // FOLLOW_SRC: makes particles move (but not rotate) if their emitter moves, (disables RADIUS) // // TARGET_POS: causes particles to arrive at a some target at end of of their lifespan. // // TARGET_LINEAR: forces particles to form into an even line from emitter to target // and forces a DROP-like pattern and disables effects of WIND and ACCEL //======================================================================== //======================== USING CONTROL TEMPLATES ======================= // // Want to control when your particles turn ON and OFF? You can! // // Drop one (or more) of the CONTROL TEMPLATES from the particle laboratory // into your object containing this script. That's it! // Your controls should be effective immediately. (Some controllers can be // adjusted and tuned, open them and read the USAGE notes to see.) // // One control template can control several particle templates in the // same object. (keep in mind that each prim can only have ONE // particle effect active at a time). // // The 'particle_effect_name' value must be the same in both the control // and particle template to work. You can change that value and have // a controller for one effect, and a different controller for a different // effect in the same object. // //======================================== END ============ >^..^<
  2. Is there any way to keep my fish from swimming through the glass of my aquarium? They are wandering fish I purchased online and the scripts in the fish are no mod. I need them to detect the glass. I have tried every way to make the glass phisical but the fish keep swimming through it. I also tried a start and end script but it confused the swimming of the fish. I am so stuck! >^..^<
  3. Is there a way to make paw print or foot prints flat to the ground? Not at an angle? integer Step = 0; // Mask Flags - set to TRUE to enable integer glow = TRUE; // Make the particles glow integer bounce = FALSE; // Make particles bounce on Z plan of object integer interpColor = TRUE; // Go from start to end color integer interpSize = FALSE; // Go from start to end size integer wind = FALSE; // Particles effected by wind integer followSource = FALSE; // Particles follow the source integer followVel = FALSE; // Particles turn to velocity direction // Choose a 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 integer pattern = PSYS_SRC_PATTERN_DROP; // Select a target for particles to go towards // "" for no target, "owner" will follow object owner // and "self" will target this object // or put the key of an object for particles to go to key target = ""; // Particle paramaters float age = 133; // Life of each particle float maxSpeed = .1; // Max speed each particle is spit out at float minSpeed = .1; // Min speed each particle is spit out at string texture = "59f587f3-f9ad-cb73-57b2-eb3de678f2d6"; // Texture used for particles, default used if blank float startAlpha = 1.0; // Start alpha (transparency) value float endAlpha = 0.0; // End alpha (transparency) value vector startColor = <0,0,0>; // Start color of particles <R,G,B> vector endColor = <0,0,0>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <.4,.2,.7>; // Start size of particles vector endSize = <.4,.4,.7>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0.0>; // Force pushed on particles // System paramaters float rate = .3; // How fast (rate) to emit particles float radius = .1; // Radius to emit particles for BURST pattern integer count = 1; // How many particles to emit per BURST float outerAngle = 1.54; // Outer angle for all ANGLE patterns float innerAngle = 1.55; // Inner angle for all ANGLE patterns vector omega = <0,0,10>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles // Script variables integer flags; updateParticles() { flags = 0; if (target == "owner") target = llGetOwner(); if (target == "self") target = llGetKey(); if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK; if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK; if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK; if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK; if (wind) flags = flags | PSYS_PART_WIND_MASK; if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK; if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK; if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK; vector C; if(Step==0) C = <0,0,0>; else if(Step==1) C = <0,0,0>; else if(Step==2) C = <0,0,0>; else if(Step==3) C = <0,0,0>; else if(Step==4) C = <0,0,0>; else if(Step==5) C = <0,0,0>; else if(Step==6) C = <0,0,0>; Step++; if(Step==7) Step = 0; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, C, PSYS_PART_END_COLOR, C, PSYS_PART_START_SCALE,startSize, PSYS_PART_END_SCALE,endSize, PSYS_SRC_PATTERN, pattern, PSYS_SRC_BURST_RATE,rate, PSYS_SRC_ACCEL, push, PSYS_SRC_BURST_PART_COUNT,count, PSYS_SRC_BURST_RADIUS,radius, PSYS_SRC_BURST_SPEED_MIN,minSpeed, PSYS_SRC_BURST_SPEED_MAX,maxSpeed, PSYS_SRC_TARGET_KEY,target, PSYS_SRC_INNERANGLE,innerAngle, PSYS_SRC_OUTERANGLE,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } default { state_entry() { updateParticles(); llSetTimerEvent(.6); } timer() { string anim = llGetAnimation(llGetOwner()); if ((anim == "Walking") || (anim == "Running") || (anim == "Turning Left") || (anim == "Turning Right") || (anim == "CrouchWalking")) { updateParticles(); } else { llParticleSystem([]); } } }
  4. I need a script that is menu driven from a central part of the house to tint only the outside view of windows in set's of 20 (20% 40% etc.), with door controls to lock and unlock the doors and options to add my TGA animated textures for weather on the inside of the windows. I am online alot so IM if you need. >^..^<
  5. I need help adding snow and icicles to the roof of our houses via keypad or click add? :smileysad: >^..^<
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