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Sunbleached

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Everything posted by Sunbleached

  1. Woah!!! Thank you so very very much! It works perfectly!!! Amazing! Just WOW! THANKS!!!!!
  2. Thank you very much! that's what i did. but not working yet. can you help please? what am I doing wrong? rotation parkRotation; default /////........... engine stop: llSetRot (parkRotation ); llSetStatus(STATUS_PHYSICS, FALSE); and I would also like the alignment to happen only by X & Y axes. What should I put instead of Z?
  3. Hello! I have a boat script, but when I stop it remains in the position in which it was at the time of the engine shutdown. How to make it aligned with the X and Y axes? I think it somehow related to llSetVehicleRotationParam. I found somewhere: rotation rot = llEuler2Rot(<0, 0, -PI_BY_TWO>); llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, rot); this will align the vehicle, but either i put it in wrong place or something else.
  4. @Mollymews @Profaitchikenz Haiku Thank you very much! The issue solved!
  5. Hello! I have a question about the vehicle (boat) script. This line allows the boat to lift its nose depending on the throttle. but something is wrong. the boat raises its nose at first gear and nothing else changes. lifting is not distributed evenly. on the other version of the boat, the nose lift angle was larger and then the distribution was uniform on all gears. Who can tell what it can be and what to change? I guess its some kind of math error made by me trying to decrease nose lift angle. setNose(integer ang) { if(ang<0) ang = 0; else if(ang>10) ang = 10; //50 llSetVehicleRotationParam (VEHICLE_REFERENCE_FRAME, llEuler2Rot( (vehicleRot+<0,ang*0.4,0>) * DEG_TO_RAD)); } The boat has 10 gears. Top speed is about 20 kts. Nose lift is 10 degrees.
  6. Thank you very much! That's exactly what I am going to do! The only thing makes me sad is if I may never come back to it and if all your efforts were in vain... But the script is good for me even as is - without blinking and automation! Thank's!
  7. I should try harder, but I’m still unable to use multiplex timer. how to add it to my script? vector LIGHT_COLOR = < 1.0, 1.0, 1.0 > ; //Light color integer LIGHT_PRIM = LINK_THIS; //LINK_SET or prim number integer LIGHT_FACE = ALL_SIDES; //light face list MENU_MAIN = ["MIN","MID","MAX","ON","OFF","DELETE","BLINK","AUTO ON","AUTO OFF"]; float sun_height; vector sun_position; integer iTouched; integer menu_handler; integer menu_channel; menu(key user,string title,list buttons) { llListenRemove(menu_handler); menu_channel = (integer)(llFrand(99999.0) * -1); menu_handler = llListen(menu_channel,"","",""); llDialog(user,title,buttons,menu_channel); llSetTimerEvent(30.0); //how long to wait for user to press a button before giving up and closing listen } default { state_entry() { llSetTimerEvent(1.0); // and whatever else } touch_start(integer total_number) { { iTouched = 1; // and whatever else ... } { menu(llDetectedKey(0), "\nText for Menu.", MENU_MAIN); } } listen(integer channel,string name,key id,string message) { if (channel == menu_channel) { llListenRemove(menu_handler); //close listen llSetTimerEvent(0); //stop timeout timer if (message == "MIN") { llSay(0, "Min Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 0.25, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 0.25 // START INTENSITY , 5.0 // START RADIUS , 1.0 // START FALLOFF ]); } else if (message == "MID") { llSay(0, "Mid Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 0.50, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 0.5 // START INTENSITY , 10.0 // START RADIUS , 0.5 // START FALLOFF ]); } else if (message == "MAX") { llSay(0, "Max Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else if (message == "ON") { llSay(0, "Light is ON"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else if (message == "OFF") { llSay(0, "Light is OFF"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } else if (message == "DELETE") { llSay(0, "Script Deleted"); llRemoveInventory(llGetScriptName()); } else if (message == "BLINK") { llSay(0, "Blinking"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); llSleep(1); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); // BLINKING STUFF } else if (message == "AUTO ON") { llSay(0, "Automatic light on"); sun_position = llGetSunDirection(); sun_height = sun_position.z; if(sun_height < 0.0) { llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else { llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } } else if (message == "AUTO OFF") { llSay(0, "Automatic light off"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } //else if (message == "Button") //{ //do something //} } } timer() //VERY IMPORTANT menu timeout { if (iTouched > 1) { ++iTouched; } if (iTouched > 30) { iTouched = 0; llListenRemove(menu_handler); } } }
  8. @Rolig Loon Thank you very much! In this discussion, the main focus was on the timers, but it’s also incomprehensible to me how to make the light blink? I would also like to understand how to make it?
  9. The script itself if it somehow clarifies the situation, this was the basic menu script, I only built-in options for controlling the brightness of the light and on/off. trying to add a blinking button. I tried giTick and BillThePirate by Rolig. But no success. I also plan to add automatic on and off depending on the position of the sun and this will be the third timer! vector LIGHT_COLOR = < 1.0, 1.0, 1.0 > ; //Light color integer LIGHT_PRIM = LINK_THIS; //LINK_SET or prim number integer LIGHT_FACE = ALL_SIDES; //light face list MENU_MAIN = ["MIN","MID","MAX","ON","OFF","DELETE","BLINK","AUTO ON","AUTO OFF"]; float sun_height; vector sun_position; integer menu_handler; integer menu_channel; menu(key user,string title,list buttons) { llListenRemove(menu_handler); menu_channel = (integer)(llFrand(99999.0) * -1); menu_handler = llListen(menu_channel,"","",""); llDialog(user,title,buttons,menu_channel); llSetTimerEvent(30.0); //how long to wait for user to press a button before giving up and closing listen } default { state_entry() { } touch_start(integer total_number) { menu(llDetectedKey(0), "\nText for Menu.", MENU_MAIN); } listen(integer channel,string name,key id,string message) { if (channel == menu_channel) { llListenRemove(menu_handler); //close listen llSetTimerEvent(0); //stop timeout timer if (message == "MIN") { llSay(0, "Min Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 0.25, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 0.25 // START INTENSITY , 5.0 // START RADIUS , 1.0 // START FALLOFF ]); } else if (message == "MID") { llSay(0, "Mid Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 0.50, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 0.5 // START INTENSITY , 10.0 // START RADIUS , 0.5 // START FALLOFF ]); } else if (message == "MAX") { llSay(0, "Max Light"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else if (message == "ON") { llSay(0, "Light is ON"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else if (message == "OFF") { llSay(0, "Light is OFF"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } else if (message == "DELETE") { llSay(0, "Script Deleted"); llRemoveInventory(llGetScriptName()); } else if (message == "BLINK") { llSay(0, "Blinking"); // BLINKING STUFF } else if (message == "AUTO ON") { llSay(0, "Automatic light on"); sun_position = llGetSunDirection(); sun_height = sun_position.z; if(sun_height < 0.0) { llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, LIGHT_FACE, 1.00, PRIM_POINT_LIGHT, TRUE, LIGHT_COLOR // START COLOR , 1.0 // START INTENSITY , 20.0 // START RADIUS , 0.0 // START FALLOFF ]); } else { llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } } else if (message == "AUTO OFF") { llSay(0, "Automatic light off"); llSetLinkPrimitiveParamsFast(LIGHT_PRIM, [PRIM_GLOW, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR // COLOR , 0.0 // INTENSITY , 0.0 // RADIUS , 2.0 // FALLOFF ]); } //else if (message == "Button") //{ //do something //} } } timer() //VERY IMPORTANT menu timeout { llListenRemove(menu_handler); //close listen llSetTimerEvent(0); //stop timeout timer } }
  10. Thanks for responding so quickly! I've never come across while before, can I have a little more details, please?
  11. Hello! What is the easiest way to make the light blink using the llSetLinkPrimitiveParametersFast? Preferably not using a timer, since there is already one timer, and I tried to build it into it, but it didn’t work out yet. Is it possible at all?
  12. Thank you very much, I do not see an error at this stage. everything works as it should. and the error given by the script was often met by me in other cases when, for example, the animation was incorrectly named or the object was rezzed on the ground and not worn as it should be. so I think it is not critical.
  13. Hi! Thanks very much for example! Here is what I got now. But one part is not very clear. Should I or shouldnt use llSetTimerEvent(0.0); ? Because when I use it it never stops animation. So i commented it and it works. Why this may happen? In general is my script correct? { // llSetTimerEvent(0.0); llStopAnimation("sit"); } The script: default { state_entry() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer perm) { if (perm & PERMISSION_TRIGGER_ANIMATION) { llOwnerSay("animation will end in 10 seconds"); llSetTimerEvent(10.0); } } changed(integer change) { if (change & CHANGED_TELEPORT) { llOwnerSay("TELEPORT"); llStartAnimation("sit");//EXAMPLE ANIMATION } } timer() { // llSetTimerEvent(0.0); //THIS PART NOT CLEAR! llStopAnimation("sit"); } } And if object rezzed on ground it gives me an error every 10 sec. Is it supposed to be?
  14. Hello and thank you! I followed your suggestion and watched the ants! They lead me to something, I noticed that part on rez missing self delete option! So I added it and it works now! Thank you! on_rez(integer a) { if(delivery == 0){ delivery = 1; llInstantMessage(your_uuid,llGetObjectName()+ " Rezzed by "+ llKey2Name(llGetOwner())); llOwnerSay( join_message + " secondlife:///app/group/" + group_uuid + "/about"); // send invite to group as a link for the recipient to click content = llKey2Name( llGetOwner()) + " has rezzed " + llGetObjectName() ; } DEFINITION_REZ_EFFECTS(); if(SEND_ON_REZ == TRUE) { DEFINITION_SEND_ITEMS(llGetOwnerKey(llGetKey())); if(DIE_AFTER_UNPACK == TRUE) { llSetText(GOOD_BYE_TEXT, TEXT_COLOR, 1.0); llSleep(3); llDie(); } DEFINITION_Text(TRUE); } else { DEFINITION_Text(TRUE); } } touch_start(integer d)
  15. There is such a script, it unpacks, sends an invitation to the group and makes a delivery confirmation. and then it self-delete. usually it happens, but sometimes the following happens: when I install all three lines integer SEND_ON_REZ = FALSE;//when set to false, you need to click the box to unpack integer OWNER_ONLY = TRUE;// set to true only the owner can unpack the package integer DIE_AFTER_UNPACK = FALSE;//when set to to true,the package will destroy after it given its inventory to TRUE, it refuses to self-delete. what could be the problem? // YOU NEED TO SET PERMISSIONS ON THIS SCRIPT TO: // [NO MODIFY & NO COPY] OR [NO MODIFY & NO TRANSFER] integer delivery = 0; ///////////////////// CONFIGURATION ////////////////// key your_uuid = "00000000-0000-0000-0000-000000000000"; // type your key UUID here string PRODUCT_NAME = "Product name here"; string PRODUCT_VERSION = "Version numbers here"; string CREATED_BY = "Creator name here"; string PRODUCT_NAME_TEXT = "Product description here"; string TOUCH_TEXT = "Click Me To Unpack!"; string UNPACKING_TEXT = "Unpacking...please wait"; string SENDING_ITEMS_TEXT = "Unpacked, Now Sending Items..."; string UNAUTHORISED_TEXT = "You are not allowed to unpack this."; string GOOD_BYE_TEXT = "Thank you for your Purchase ! Self-Destruction"; string group_uuid = "00000000-0000-0000-0000-000000000000"; // type the key group here UUID string join_message = "Click here to join our support group:"; // message that appears in the local chat string content = ""; integer SEND_ON_REZ = FALSE;//when set to false, you need to click the box to unpack integer OWNER_ONLY = TRUE;// set to true only the owner can unpack the package integer DIE_AFTER_UNPACK = FALSE;//when set to to true,the package will destroy after it given its inventory //Under this line you can enable or disable the floating texts above your box. integer FLOAT_TEXT_SHOW_PRODUCT_NAME = TRUE; integer FLOAT_TEXT_SHOW_PRODUCT_VERSION = TRUE; integer FLOAT_TEXT_SHOW_CREATED_BY = TRUE; // Here you can change the floating text color. vector TEXT_COLOR = <0.0,1.0,1.0>; //Beyond this point i would not recommend modifications, and there for that is on own risk. DEFINITION_REZ_EFFECTS() { //DEFINITION_Text(FALSE); // Plus whatever else } DEFINITION_Text(integer show) { if(show == TRUE) { string title; if(FLOAT_TEXT_SHOW_PRODUCT_NAME == TRUE) { title += PRODUCT_NAME_TEXT+PRODUCT_NAME+"\n"; } if(FLOAT_TEXT_SHOW_PRODUCT_VERSION == TRUE) { title += PRODUCT_VERSION+"\n"; } if(FLOAT_TEXT_SHOW_CREATED_BY == TRUE) { title += CREATED_BY+"\n"; } title+=TOUCH_TEXT; llSetText(title, TEXT_COLOR, 1.0); } else if(show == FALSE) { llSetText("", ZERO_VECTOR, 0); } } DEFINITION_SEND_ITEMS(key id) { integer i = 0; integer items = llGetInventoryNumber(INVENTORY_ALL); string name; list itemslist; string complete; do { complete = (string)(i*100/items); llSetText(UNPACKING_TEXT+"\n"+complete+"% Complete", TEXT_COLOR, 1.0); name = llGetInventoryName(INVENTORY_ALL, i); if(llStringLength(name) > 0 && name != llGetScriptName()) { itemslist += name; } }while(i++<items); llSetText(SENDING_ITEMS_TEXT+"\nMay take "+(string)((integer)(3*llGetRegionTimeDilation()))+" seconds till you recieve.", TEXT_COLOR, 1.0); string FOLDER_NAME = PRODUCT_NAME+" "+PRODUCT_VERSION; llGiveInventoryList(id, FOLDER_NAME, itemslist); llInstantMessage(id, "The folder is named "+FOLDER_NAME+" in your inventory"); } default { state_entry() { llSetObjectName(PRODUCT_NAME+" "+PRODUCT_VERSION+" (Boxed)"); DEFINITION_Text(TRUE); } on_rez(integer a) { if(delivery == 0){ delivery = 1; llInstantMessage(your_uuid,llGetObjectName()+ " Rezzed by "+ llKey2Name(llGetOwner())); llOwnerSay( join_message + " secondlife:///app/group/" + group_uuid + "/about"); // send invite to group as a link for the recipient to click content = llKey2Name( llGetOwner()) + " has rezzed " + llGetObjectName() ; } DEFINITION_REZ_EFFECTS(); if(SEND_ON_REZ == TRUE) { DEFINITION_SEND_ITEMS(llGetOwnerKey(llGetKey())); } else { DEFINITION_Text(TRUE); } } touch_start(integer d) { if(OWNER_ONLY == TRUE) { if(llDetectedKey(0) == llGetOwnerKey(llGetKey())) { DEFINITION_SEND_ITEMS(llGetOwnerKey(llGetKey())); if(DIE_AFTER_UNPACK == TRUE) { llSetText(GOOD_BYE_TEXT, TEXT_COLOR, 1.0); llSleep(3); llDie(); } DEFINITION_Text(TRUE); } else { llInstantMessage(llDetectedKey(0), UNAUTHORISED_TEXT); } } else if(OWNER_ONLY == FALSE) { DEFINITION_SEND_ITEMS(llGetOwnerKey(llGetKey())); if(DIE_AFTER_UNPACK == TRUE) { llSetText(GOOD_BYE_TEXT, TEXT_COLOR, 1.0); llSleep(3); llDie(); } DEFINITION_Text(TRUE); } } }
  16. @Rolig Loon in continuation of this topic. I would like to add a pose that works at a certain moment. I have such a script, could you help to embed it please? Does this script fits for it at all? string anim = "Your_Animation"; integer attached = FALSE; integer permissions = FALSE; default { state_entry() { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer permissions) { if (permissions > 0) { llStartAnimation(anim); attached = TRUE; permissions = TRUE; } } attach(key attachedAgent) { if (attachedAgent != NULL_KEY) { attached = TRUE; if (!permissions) { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION); } } else { attached = FALSE; llStopAnimation(anim); } } }
  17. Hello! using gestures, I can assign the same sound several times. they will overlap each other and the result will be a VERY loud gesture sound! Is it possible to repeat this in one script, using llPlaysound several times, timers, for example, somekind of tricky way? or something else? btw: Is it possible to activate such a worn gesture with the help of a script?
  18. @Rolig Loon@Kardargo Adamczyk@Fritigern Gothly In general, I have a problem. I would like to use three systems of particles in one script that work one after another with a small interval of 0.1 second. I used llSleep(0.1) as you can see, but only the first particle system works for me. where did I go wrong? Can it be a matter of the particle systems themselves? default { changed (integer change) { if (change & CHANGED_TELEPORT) { llParticleSystem([PSYS_PART_MAX_AGE,3.00, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.80900, 0.61643, 0.19086>, PSYS_PART_END_COLOR, <0.95090, 0.23954, 0.04910>, PSYS_PART_START_SCALE,<0.80000, 0.22108, 0.00000>, PSYS_PART_END_SCALE,<0.85180, 0.90234, 0.00000>, PSYS_SRC_PATTERN, 8, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,6, PSYS_SRC_BURST_RADIUS,2.21, PSYS_SRC_BURST_SPEED_MIN,0.00, PSYS_SRC_BURST_SPEED_MAX,0.00, PSYS_SRC_ANGLE_BEGIN, 1.35, PSYS_SRC_ANGLE_END, 1.35, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "2faccae0-e52c-d886-c210-39d680328584", PSYS_PART_START_ALPHA, 0.61, PSYS_PART_END_ALPHA, 0.05, PSYS_SRC_ACCEL, <0.00, 0.00, 0.20>, PSYS_PART_START_GLOW, 0.10, PSYS_PART_END_GLOW, 0.00]); llSleep(0.1); llParticleSystem([PSYS_PART_MAX_AGE,3.13, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.30855, 0.28689, 0.26782>, PSYS_PART_END_COLOR, <0.66024, 0.68310, 0.63490>, PSYS_PART_START_SCALE,<0.00000, 0.00000, 0.00000>, PSYS_PART_END_SCALE,<2.00000, 2.00000, 0.00000>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.05, PSYS_SRC_BURST_PART_COUNT,5, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.55, PSYS_SRC_BURST_SPEED_MAX,0.60, PSYS_SRC_ANGLE_BEGIN, 0.53, PSYS_SRC_ANGLE_END, 0.30, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "73737ea6-143d-50cb-5afd-2d15bd9d901e", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, 1.07>]); llSleep(0.1); llParticleSystem([PSYS_PART_MAX_AGE,4.48, PSYS_PART_FLAGS, 263, PSYS_PART_START_COLOR, <0.97466, 0.94959, 0.10151>, PSYS_PART_END_COLOR, <0.15569, 0.77671, 0.02538>, PSYS_PART_START_SCALE,<1.33333, 1.32886, 0.00000>, PSYS_PART_END_SCALE,<0.00000, 0.00000, 0.00000>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,1.64, PSYS_SRC_BURST_PART_COUNT,5, PSYS_SRC_BURST_RADIUS,0.65, PSYS_SRC_BURST_SPEED_MIN,0.25, PSYS_SRC_BURST_SPEED_MAX,0.38, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "fe054e23-14c3-23cd-a06b-ccaf97c42ea5", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <-0.02, -0.05, 0.00>, PSYS_SRC_OMEGA, <-0.01, 0.00, 0.00>, PSYS_PART_START_GLOW, 0.50, PSYS_PART_END_GLOW, 0.00]); llSleep(0.1); llParticleSystem([]); //make an effect } } }
  19. Hello! I want to create a teleport effect script. you know such an attached particle emitter is triggered when you teleport the avatar to a new place. I do not know from what event to start it. is it also possible to make it not work when simcrossing?
  20. Hello @BlueVioletVixen Lorefield! Thank you very much for this beautiful shape! She is so very very close! I played a little with the sliders to add my own touch, but in general I left everything unchanged. I really like it. Sent you some money (1000 Ls). Here are snapshots of what I got. Thanks a lot again for your work and awesome shape!
  21. Hello! Are there good shape makers? I need someone to create such a shape as in the picture, for the Catwa Catya head. I use the Maytreya body and I can keep the default body params. The default peach skin is also better. Who interested please write here. But I can not pay much. Yes, by the way in the picture is Ana de Armas from the movie Blade Runner 2049 as Joi. You probably know.
  22. SOLVED! Hi! I added a piece of code, now everything's fine!
  23. I added on/off toggle and 3 seconds timer. integer run; integer count; list texture=[ // UUID LIST: "4fedd443-67bd-1a50-bd34-b545320dcb1f", "3fc1eb82-0b91-71af-fc20-90cbe7400819", "e9a382d5-bf6d-64b6-ccab-03a8f4148086", "8b840c69-a483-324a-a8b5-6cfc6e11d2ee" ]; default { touch_start(integer total_number) { if(llDetectedKey(0)==llGetOwner()) { if(run) { run = FALSE; llParticleSystem([]); llSetTimerEvent(0); } else { run = TRUE; llSetTimerEvent(3);}}} timer(){ llParticleSystem([PSYS_PART_MAX_AGE,0.00, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.12, 0.66, 0.87>, PSYS_PART_END_COLOR, <0.14, 0.52, 0.85>, PSYS_PART_START_SCALE,<1.33, 1.33, 0.00>, PSYS_PART_END_SCALE,<1.33, 1.33, 0.00>, PSYS_SRC_PATTERN, 16, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,1, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.00, PSYS_SRC_BURST_SPEED_MAX,3.08, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "1ecd0cab-72d6-b47f-2c6f-94f556a0831a", PSYS_PART_START_ALPHA, 0.60, PSYS_PART_END_ALPHA, 0.60, PSYS_PART_START_GLOW, 0.00, PSYS_PART_END_GLOW, 0.00]); } }
  24. And additional question. I want to try to create a holographic version of such a script, with alpha textures and made particle system. but I don’t know how to make particles a little higher than the object and not in the center of it. default { state_entry() { llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { llParticleSystem([PSYS_PART_MAX_AGE,0.00, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.12844, 0.66452, 0.87156>, PSYS_PART_END_COLOR, <0.14975, 0.52752, 0.85025>, PSYS_PART_START_SCALE,<1.33334, 1.33334, 0.00000>, PSYS_PART_END_SCALE,<1.33334, 1.33334, 0.00000>, PSYS_SRC_PATTERN, 16, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,1, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.00, PSYS_SRC_BURST_SPEED_MAX,3.08, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "1ecd0cab-72d6-b47f-2c6f-94f556a0831a", PSYS_PART_START_ALPHA, 0.60, PSYS_PART_END_ALPHA, 0.60, PSYS_PART_START_GLOW, 0.00, PSYS_PART_END_GLOW, 0.00]); } }
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