Sulunia
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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!
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- dance balls
- club
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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!
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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!
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Oh geez, you're right. I should be more awake before posting these things.
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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!
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How would I get the colors to change in this script?
Sulunia replied to Sulunia's topic in LSL Scripting
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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); } }