Purrrwicca
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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 ============>^..^<
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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!
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Thank you all ; )
>^..^<
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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([]);
}
}
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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.
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I need help adding snow and icicles to the roof of our houses via keypad or click add?
:smileysad: >^..^<
Random Textures Help
in LSL Scripting
Posted
Thank you ; }
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