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Sulunia

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  1. I'm looking for a reasonably priced couple's dance ball for a small club setting. If anyone knows of any decent quality couple's dance balls, please let me know! Thanks!
  2. I've been looking everywhere for this full spikey ponytail! If anyone knows where else to look or better yet know the exact product I'll be super happy! Thanks!
  3. Seeking a commercial adult land to move my hangout to. We currently are on a moderate 1/8 sim parcel with around 3700 prims and a weekly tier of 2189Ls, but decided moving to an adult sim was better for our community, so we are seeking the same thing or similar, just adult. 😊 I am not sure how much luck we'll have finding a similar piece of land, but it is worth a try! Must be 1/8 (8192sqm) sim or larger with 3500+ prims preferred. Hopefully around the same price that we are currently paying, but I am willing to pay a slightly higher weekly rate. Thank you for your time!
  4. Sulunia

    Removed

    Oh geez, you're right. I should be more awake before posting these things.
  5. Aesling Spire is seeking experienced and dedicated role-players! Aesling Spire is a brand new role-play sim set in the Warhammer universe with a grim, chapter-based roleplay story to build off from. They are recruiting all those who seek adventure and the thrill of immersive role-play in a unique fantasy setting! Aesling also desperately needs male role-players! If you like war and fighting role-play, Aesling has something for you! Stop by and immerse yourself in the deep and exciting storytelling experience that Aesling has to offer! Contact: Uthred Ragnison (asavarkull), Raven (Mizzeyra), OR Jeihlynn Tau Fett (Jeihlynn) for more information! Tell em' Isthraelyn sent you!
  6. I don't know how to work the codes here.. ah.. I'm not sure if this is the right place to post this. but how would I change the start and end color of the particle effect. The effect starts out as blue and then goes to purple. //special peramiters Kiss(integer total_number){ llSetTimerEvent(20); integer i; for (i = 0;i < total_number;i += 1){ llPlaySound("10f1c09a-8a97-60ef-d5fc-78b6dc7a004e", 0.7); string origName = llGetObjectName(); string owner; owner = llKey2Name( llGetOwner() ); owner = llList2String( llParseString2List( owner, [" "], [] ), 0 ); string avName; avName = llDetectedName(i); avName = llList2String( llParseString2List( avName, [" "], [] ), 0 ); llSetObjectName( avName ); llSay(0, "/me kisses " + owner + "'s nose. It tastes sweet like strawberries. :3"); llSetObjectName( origName ); llParticleSystem( [ ] ); llParticleSystem( [ // PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP, // up jet // PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE, // jet to one direction, can change by direction of prim PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, // to all sides // PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_ANGLE, // PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY, // can see jet only when prim moves PSYS_SRC_BURST_PART_COUNT,20, // How many particles get created per burst PSYS_SRC_BURST_RATE, 0.1, // The delay between bursts of particles, in seconds PSYS_PART_MAX_AGE,9.5, // How long each particle lives, in seconds PSYS_SRC_ACCEL,(vector) <0,0,0>, // aka gravity or push, ie <0,0,-1.0> = down, 0,0,0 to all sides PSYS_SRC_TEXTURE, "19d5f7d5-eace-e5eb-9f64-64797ec1f8c1", //texture name in Content folder of prim. "" for nothing. PSYS_SRC_BURST_SPEED_MIN,(float) 0.02, // Minimum velocity for new particles PSYS_SRC_BURST_SPEED_MAX,(float) 0.5, // Maximum velocity for new particles // PSYS_PART_START_SCALE,(vector) <.1,.1,0>, // Start Size, (minimum .04, max 10.0?) PSYS_PART_START_SCALE,(vector) <0.05,0.05,0>, // Start Size, (minimum .04, max 10.0?) PSYS_PART_START_COLOR,(vector) <0.00000, 0.00000, 1.00000>, // Start Color, (RGB, 0 to 1) PSYS_PART_END_COLOR, (vector) <0.64000, 0.00000, 0.64000>, PSYS_SRC_MAX_AGE,(float) 0.5, // turns emitter off. (0.0 = never) Working time, 0.0 is forever PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK | // particles glow // PSYS_PART_BOUNCE_MASK | // particles bounce up from emitter's 'Z' altitude //PSYS_PART_WIND_MASK | // particles get blown around by wind 1 ] ); } } default{ state_entry() { llPreloadSound("de655524-25f5-bb44-151e-e54ff2cef6df"); } on_rez(integer start_param){ llResetScript(); } touch_start(integer total_number){ Kiss(total_number); } timer(){ llParticleSystem( [ ] ); llSetTimerEvent(0); } }
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