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MiaoK

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  1. hey I made a random change colour object, but its like only one part is changing colour, how could I changing all cubes' colour?
  2. lol that stupid error happened again... anyway, Thanks sooooo much
  3. integer glow = TRUE;integer bounce = FALSE;integer interpColor = TRUE;integer interpSize = TRUE;integer wind = TRUE;integer followSource = FALSE;integer followVel = TRUE;integer countNumber;integer ON;integer giOn;integer pattern = PSYS_SRC_PATTERN_EXPLODE;key target = "";float age = 3;float maxSpeed = 0.3;float minSpeed = 0.1;string texture;float startAlpha = 10.6;float endAlpha = 0.05;vector startColor = <.9,.4,.1>;vector endColor = <.99,.50,.21>;vector startSize = <.9,.2,0>;vector endSize = <.4,.4,0>;vector push = <0,0,1>;float rate = 0.10;float radius = 1.01;integer count = 20;float outerAngle = 0;float innerAngle = 1.55;vector omega = <0,0,0>;float life = 0;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; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, 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 { touch_start(integer total_number) { updateParticles(); llSetTimerEvent(1); //Turns timer ON and OFF giOn = 1; } timer() { ++countNumber; llSay(0, (string)countNumber); if (countNumber%10 == 0) { llSay(0,"almost finished"); } if(countNumber == 11) { giOn= !giOn; llSetAlpha(giOn, ALL_SIDES); } if(countNumber >= 12) { countNumber = 0; llSetTimerEvent(0.0); state extinguish; llParticleSystem([]); } }} state extinguish { state_entry() { llSay(0, "New compfire click get it!"); } touch_start(integer total_number) { llSetAlpha(!giOn, ALL_SIDES); state default; }}// END // now only item disappear and fire script won't stop
  4. thanks mate, it does work with single script, but now I have disappear script togather and dont know how to figure out
  5. it does work! Thanks! but I have a mixed probelm actually I've already set a time before how can I let script and item disappear togather? integer glow = TRUE;integer bounce = FALSE;integer interpColor = TRUE;integer interpSize = TRUE;integer wind = TRUE;integer followSource = FALSE;integer followVel = TRUE;integer countNumber;integer ON;integer giOn;integer pattern = PSYS_SRC_PATTERN_EXPLODE;key target = "";float age = 3;float maxSpeed = 0.3;float minSpeed = 0.1;string texture;float startAlpha = 10.6;float endAlpha = 0.05;vector startColor = <.9,.4,.1>;vector endColor = <.99,.50,.21>;vector startSize = <.9,.2,0>;vector endSize = <.4,.4,0>;vector push = <0,0,1>;float rate = 0.10;float radius = 1.01;integer count = 20;float outerAngle = 0;float innerAngle = 1.55;vector omega = <0,0,0>;float life = 0;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; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, 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 { touch_start(integer total_number) { updateParticles(); llSetTimerEvent(1); //Turns timer ON and OFF giOn = 1; } timer() { ++countNumber; llSay(0, (string)countNumber); if (countNumber%10 == 0) { llSay(0,"almost finished"); } if(countNumber == 11) { giOn= !giOn; llSetAlpha(giOn, ALL_SIDES); } if(countNumber >= 12) { countNumber = 0; llSetTimerEvent(0.0); state extinguish; llParticleSystem([]); } }} state extinguish { state_entry() { llSay(0, "New compfire click get it!"); } touch_start(integer total_number) { llSetAlpha(!giOn, ALL_SIDES); state default; }}// END //
  6. integer glow = TRUE; integer bounce = FALSE; integer interpColor = TRUE; integer interpSize = TRUE; integer wind = TRUE; integer followSource = FALSE; integer followVel = TRUE; integer pattern = PSYS_SRC_PATTERN_EXPLODE; key target = ""; float age = 3; float maxSpeed = 0.3; float minSpeed = 0.1; string texture; float startAlpha = 10.6; float endAlpha = 0.05; vector startColor = <.9,.4,.1>; vector endColor = <.99,.50,.21>; vector startSize = <.9,.2,0>; vector endSize = <.4,.4,0>; vector push = <0,0,1>; float rate = 0.10; float radius = 1.01; integer count = 20; float outerAngle = 0; float innerAngle = 1.55; vector omega = <0,0,0>; float life = 0; 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; llParticleSystem([ PSYS_PART_MAX_AGE,age, PSYS_PART_FLAGS,flags, PSYS_PART_START_COLOR, startColor, PSYS_PART_END_COLOR, endColor, 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(); } }// END // I've fine a pretty good fire. How to stop this thing? How can I stop this until 12 second?
  7. cool thanks a lot mate, does work this time
  8. integer count; integer ON; integer giOn; default { touch_start(integer total_number) { llSetTimerEvent(1); //Turns timer ON and OFF giOn = 1; } timer() { ++count; llSay(0, (string)count); if(count%5 == 0) { llSay(0,"guo le yi ban"); } if (count%10 == 0) { llSay(0,"kuai jie shu le "); } if(count == 11) { giOn= !giOn; llSetAlpha(giOn, ALL_SIDES); } if(count == 12) { state extinguish; } } } state extinguish { state_entry() { llSay(0, "New compfire click get it!"); } touch_start(integer total_number) { llSetAlpha(!giOn, ALL_SIDES); count == 1; state default; } } as ablow code. When 13 come out, how can I let count restart from 1?
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