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MIVIMEX

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Everything posted by MIVIMEX

  1. wiki? link please? (budget 2000 ls)
  2. Hello! I need someone to create a script of a music player that would play ten seconds snippets as loops, each from a notecard (prefer) or listed in script by UUID, selected from the menu. Also optional slave script. Please, note, not a full songs but a looped 10 sec snippets. Not too pricey please. I can wait. Thank you!
  3. So I found these two scripts. I plan to combine them somehow. //BoomBox integer counter; integer soundCount; integer listener; list songs; list NEXT; GetSongNames() { integer i; for(i=0;i < llGetInventoryNumber(INVENTORY_SOUND);i++) { songs += llGetInventoryName(INVENTORY_SOUND, i); } } default { on_rez(integer rez) { llResetScript(); } state_entry() { counter =0; llStopSound(); GetSongNames(); //PreLoadSongs(); soundCount = llGetInventoryNumber(INVENTORY_SOUND); llListen(-1, "", llGetOwner(), ""); NEXT = llList2List(songs, 0, 8); } touch_start(integer fingers) { if(llDetectedKey(0) == llGetOwner() ) { llDialog(llGetOwner(), "Songs", NEXT + ["< Prev", "Stop", "Next >"], -1); } } listen(integer channel, string name, key id, string message) { if(message != "< Prev" && message != "Stop" && message != "Next >" ) { llLoopSound(message, 1); llOwnerSay("Now Playing " + llToUpper(message) ); }else{ if(message == "< Prev") { counter = counter - 9; NEXT = []; NEXT = llList2List(songs, counter , -1); if( llGetListLength(NEXT) > 9) { NEXT = llDeleteSubList(NEXT, 9, -1); } llDialog(llGetOwner(), "Songs", NEXT + ["< Prev", "Stop", "Next >"], -1); } if(message == "Stop") { llStopSound(); } if(message == "Next >") { counter = counter + 9; NEXT = []; NEXT = llList2List(songs, counter , -1); if( llGetListLength(NEXT) > 9) { NEXT = llDeleteSubList(NEXT, 9, -1); } llDialog(llGetOwner(), "Songs", NEXT + ["< Prev", "Stop", "Next >"], -1); } } } } & // :CATEGORY:Music // :NAME:Caramell_Dansen_Song // :AUTHOR:MachineCode // :CREATED:2011-06-13 11:53:46.777 // :EDITED:2013-09-18 15:38:50 // :ID:158 // :NUM:226 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // Caramell_Dansen_Song // :CODE: list music = [ "77a160fa-f8ef-3f1f-eb4a-8a6e422552e1", "eed92d3e-404e-99b0-62b6-8a53fe66a661", "36e2c7c4-b72d-34ff-a176-a018e383dc2f", "5aaf5344-ee5e-b439-a533-ccfd38e96ca7", "a45f162e-229e-4c4b-5230-40f3b1331075", "e832ea7f-ba18-6318-f65b-b2aa905de565", "061d2028-3878-ea5e-3de8-e0898f753e63", "4390c4d0-843e-a9b1-8b3d-27389021d198", "76eacfce-094f-2089-7ee1-35ea84cf47b4", "45b2649f-1d2c-5455-ba9d-7ac9e7b1672c", "72226579-eb24-3cbb-3ca8-4317ed4a57d0", "054009aa-6034-9e34-39cb-60f4e8e171e3", "9f38b9ec-fd0b-e51b-69e9-cb2f00e12027", "c930c9d7-9539-86e7-65dd-aeb2789aecc2", "9ec9c129-15f7-ec92-1b28-eaf772e372b5", "53df30f4-33a5-3ae6-9888-d1f560cd9875", "fa63c473-cb93-43cf-e4ce-fcb3d704b37b", "1344cf7f-7d4d-f975-f47f-ea2ac6d1c956"]; default { touch_start(integer zomg) { llSay(0, "Playing..."); integer lolinteger =0; while(TRUE) { if(llList2String(music, lolinteger) != "") { llPlaySound(llList2String(music, lolinteger),1); llSleep(10); ++lolinteger; } if(llList2String(music, lolinteger) == "") { llResetScript(); } } } } Any ideas?
  4. Hello! Please help to create a script of a music player that would play ten seconds snippets as loops, each from a notecard or listed in script by UUID, selected from the menu. Please, note, not a full songs but a looped 10 sec snippets. I will be grateful for any help! Thank you!
  5. @Rolig Loon @PheebyKatz That's such a wonderful script I got, who cares. Thanks everybody! // Bloody Awful Script // SPECIAL THANKS TO: PheebyKatz, Rolig Loon process_collision(integer index) { if (llVecMag(llDetectedVel(index))>15) { llParticleSystem([PSYS_PART_MAX_AGE,1.00, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.89900, 0.93776, 0.97216>, PSYS_PART_END_COLOR, <0.98706, 0.98044, 0.98756>, PSYS_PART_START_SCALE,<0.22682, 0.21483, 0.00000>, PSYS_PART_END_SCALE,<0.79048, 0.79048, 0.00000>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,2, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.65, PSYS_SRC_BURST_SPEED_MAX,2.01, PSYS_SRC_ANGLE_BEGIN, 0.90, PSYS_SRC_ANGLE_END, 0.81, PSYS_SRC_MAX_AGE, 1.0, PSYS_SRC_TEXTURE, "18284696-0566-2376-fa5f-21fae84547da", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, 0.04>]); } else { llParticleSystem([]); } } default { collision_start(integer n) { integer i; for (i=0;i<n;i++) process_collision(i); } }
  6. Thank you very much for the link! I'm just starting to get a grasp, but I've already learned a lot!
  7. @Rolig Loon Uhh! at last! It works! Hooray! I jump to the ceiling! (For the first time my topic takes 2 pages). HUGE Thank you Rolig! I felt as at school again. You have all the qualities of a good teacher. You could say everything at start, but you do so that the student as if comes to everything by self. And you have just hellish patience! Thank you for that. Just one question, why it does not respond to my start stop commands? Particles go the same way as without this switch. but I think this is already the case in the system. Do you often go online? I would like to thank you somehow!..
  8. Thank you very much for your advice! I tried to do so on the example of another particle script. but still the same error. a riddle! Im completely lost... integer running=TRUE; // 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 = TRUE; // Go from start to end size integer wind = FALSE; // Particles effected by wind integer followSource = TRUE; // Particles follow the source integer followVel = TRUE; // 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_ANGLE_CONE; // 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 = "self"; // Particle paramaters float age = 100; // Life of each particle <-- invrease that value for larger fog float maxSpeed = 1; // Max speed each particle is spit out at float minSpeed = 1; // Min speed each particle is spit out at string texture; // Texture used for particles, default used if blank float startAlpha = 0.4; // Start alpha (transparency) value float endAlpha = 0.05; // End alpha (transparency) value vector startColor = <.8,.8,.8>; // Start color of particles <R,G,B> vector endColor = <.7,0.7,0.7>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <2, 2, 2>; // Start size of particles vector endSize = <4.0,4.0,0.0>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0>; // Force pushed on particles // System paramaters float rate = .5; // How fast (rate) to emit particles float radius = 3; // Radius to emit particles for BURST pattern //////////////////////////////////////////////////////////////////// integer count = 10; // How many particles to emit per BURST <-- increase that value for more tense fog //////////////////////////////////////////////////////////////////// float outerAngle = 1.57; // Outer angle for all ANGLE patterns float innerAngle = 1.58; // Inner angle for all ANGLE patterns vector omega = <0,0,1>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles // Script variables integer flags; FOGParticles() { 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_ANGLE_BEGIN,innerAngle, PSYS_SRC_ANGLE_END,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() { llListen(0,"","",""); } listen(integer chan, string name, key id, string msg) { if(msg=="stop") { running=FALSE; llParticleSystem([]); } else if(msg=="start") { running=TRUE; FOGParticles(); } collision_start(integer number) { running=TRUE FOGParticles(); llSetTimerEvent(1.0); } timer() { llSetTimerEvent(0.0); running=FALSE; llParticleSystem([]); } }
  9. What should it be? to turn on the particles again? To indicate the entire system of particles twice in two places? or maybe a script from the very beginning indicated wrong? if(msg=="stop") { llParticleSystem([]); <<<< wrong? } or llresetscript?..
  10. Maybe I'm blind,.. I really do not see what's wrong ... I tried all possible places for curly braces, I'm really noob in scripting. I considered it most logical to try to put brackets in the end. Fail again. What is wrong?..
  11. @Rolig Loon @Love Zhaoying @Berksey In continuation of yesterday's topic. Maybe you can help me add the ability to ON/OFF the particles by the chat command? I reworked particles so the script is already good enough. But agree it would not be bad to add a switch so that the blood does not splash when in the crowd at an accidental collision. With your help I've got such a script but it produces a syntax error. Can anyone know what's wrong there? (Error: line 17, column 4) Please help! And thanks for any help! //* script_starts_here // default { state_entry() { llListen(0,"","",""); } listen(integer chan, string name, key id, string msg) { if(msg=="stop") { llParticleSystem([]); } else if(msg=="start") { collision_start(integer number) { llParticleSystem([PSYS_PART_MAX_AGE,1.00, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.89, 0.93, 0.97>, PSYS_PART_END_COLOR, <0.98, 0.98, 0.98>, PSYS_PART_START_SCALE,<0.22, 0.21, 0.00>, PSYS_PART_END_SCALE,<0.79, 0.79, 0.00>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,2, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.65, PSYS_SRC_BURST_SPEED_MAX,2.01, PSYS_SRC_ANGLE_BEGIN, 0.90, PSYS_SRC_ANGLE_END, 0.81, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "18284696-0566-2376-fa5f-21fae84547da", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, 0.04>]); llSetTimerEvent(1.0); // That is, fire the timer in 20 seconds } timer() { llSetTimerEvent(0.0); // That is, turn the timer off llParticleSystem([]); // That is, turn the particles off } }
  12. @Rolig Loon Thank you very much for this simple and ingenious script! I've been looking for this for a long time! @Love Zhaoying @Berksey Thanks to everyone who took part!
  13. Yes, stop getting shot, pardon me. Could you tell please where collision_stop() event goes? Also do I need any integers here? (like in this example) collision_end(integer total_number) { llOwnerSay("The collision I've had with " + llDetectedName(0) + "has ended."); } Thanks!
  14. @Rolig Loon I found this awesome script by you on THIS forum! It fits almost perfect I just need to remove timer. Or do I need the timer only very short? I need particles to stop but only when I stop shooting... Help please! default { collision_start(integer number) { llParticleSystem([ // all of the particle parameters go here ]); llSetTimerEvent(20.0); // That is, fire the timer in 20 seconds } timer() { llSetTimerEvent(0.0); // That is, turn the timer off llParticleSystem([]); // That is, turn the particles off } }
  15. Hello! Can you help me please with this script? I need a script so that when hit in the object of the bullets there were partiles.
  16. Here is a script I created but the particles go all the time. sound only in a collision ... why so? how to fix? default { state_entry() { llCollisionSound("93368301-6f65-c430-76eb-a54004b14514", 1.0); llParticleSystem([PSYS_PART_MAX_AGE,1.00, PSYS_PART_FLAGS, 303, PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_START_SCALE,<0.15531, 0.15531, 0.00000>, PSYS_PART_END_SCALE,<1.00744, 1.00675, 0.00000>, PSYS_SRC_PATTERN, 1, PSYS_SRC_BURST_RATE,0.30, PSYS_SRC_BURST_PART_COUNT,10, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,30.00, PSYS_SRC_BURST_SPEED_MAX,30.00, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 3.14, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "18284696-0566-2376-fa5f-21fae84547da", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.25]); } }
  17. Should I look for collision detect script or its a wrong direction?
  18. I managed to create such a system of particles. default { state_entry() { llParticleSystem([PSYS_PART_MAX_AGE,1.00, PSYS_PART_FLAGS, 303, PSYS_PART_START_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_END_COLOR, <1.00000, 1.00000, 1.00000>, PSYS_PART_START_SCALE,<0.15531, 0.15531, 0.00000>, PSYS_PART_END_SCALE,<1.00744, 1.00675, 0.00000>, PSYS_SRC_PATTERN, 1, PSYS_SRC_BURST_RATE,0.30, PSYS_SRC_BURST_PART_COUNT,10, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,30.00, PSYS_SRC_BURST_SPEED_MAX,30.00, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 3.14, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "18284696-0566-2376-fa5f-21fae84547da", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.25]); } } And I'm thinking of using this script, but there's so much extra! I need only to squirt the blood endlessly. Please tell me what can I remove? In fact, I only need a sensor and a particle system. THANKS!!! float health = 100; // Particle Script 0.3 // Created by Ama Omega // 10-10-2003 // Mask Flags - set to TRUE to enable integer glow = FALSE; // 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 = TRUE; // Go from start to end size integer wind = TRUE; // Particles effected by wind integer followSource = FALSE; // Particles follow the source integer followVel = TRUE; // 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_EXPLODE; // 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 = 1; // Life of each particle float maxSpeed = 10; // Max speed each particle is spit out at float minSpeed = 2; // Min speed each particle is spit out at string texture; // Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 1; // End alpha (transparency) value vector startColor = <.5,0,0>; // Start color of particles <R,G,B> vector endColor = <.3,0,0>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <4,4,4>; // Start size of particles vector endSize = <.035,.035,.035>; // End size of particles (if interpSize == TRUE) vector push = <0.0,0.0,-5>; // Force pushed on particles // System paramaters float rate = .1; // How fast (rate) to emit particles float radius = .5; // Radius to emit particles for BURST pattern integer count = 30; // How many particles to emit per BURST float outerAngle = 7.0; // Outer angle for all ANGLE patterns float innerAngle = 2.5; // Inner angle for all ANGLE patterns vector omega = <14,14,14>; // 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; 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() { llParticleSystem([]); llSetTimerEvent(1); llSetStatus(STATUS_DIE_AT_EDGE,TRUE); } timer() { llSetText((string)((integer)health) + " Health",<1,1,1>,1); } collision_start(integer times) { age = .5; life = .2; startSize = <.1,.1,.1>; updateParticles(); integer randSound = (integer)llFrand(2.99); if(randSound == 0) { llTriggerSound("righthand", 1); } if(randSound == 1) { llTriggerSound("lefthand", 1); } if(randSound == 2) { llTriggerSound("kick", 1); } float damage = llVecMag(llDetectedVel(0))+llVecMag(llGetVel()); health = health - damage; if(health<=0) { age = 1; life = 5; startSize = <4,4,4>; llTriggerSound("swordhit", 1); updateParticles(); llSetAlpha(1,ALL_SIDES); llRezObject("Bone Chip",llGetPos() + <.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <-.5,.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Heart",llGetPos() + <-.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Liver, Kidney",llGetPos() + <0,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <-.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Stomach",llGetPos() + <-.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Large Intestines",llGetPos() + <.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <-.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <0,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,0>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llDie(); } } land_collision_start(vector where) { age = .5; life = .2; startSize = <.1,.1,.1>; updateParticles(); integer randSound = (integer)llFrand(2.99); if(randSound == 0) { llTriggerSound("righthand", 1); } if(randSound == 1) { llTriggerSound("lefthand", 1); } if(randSound == 2) { llTriggerSound("kick", 1); } float damage = llVecMag(llGetVel()); health = health - damage; if(health<=0) { age = 1; life = 5; startSize = <4,4,4>; llTriggerSound("swordhit", 1); updateParticles(); llSetAlpha(1,ALL_SIDES); llRezObject("Bone Chip",llGetPos() + <.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <-.5,.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Heart",llGetPos() + <-.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Liver, Kidney",llGetPos() + <0,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <-.5,-.5,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Stomach",llGetPos() + <-.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <.5,-.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Large Intestines",llGetPos() + <.5,0,-.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <-.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Unrecognizable flesh",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Tendon strips",llGetPos() + <.5,.5,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone",llGetPos() + <0,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,0>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llRezObject("Bone Chip",llGetPos() + <.5,0,.5>,<llFrand(6) - 3,llFrand(6) - 3,5>,<0,0,0,0>,1); llDie(); } } }
  19. I understand that I need to use the script of particles, the same as for rezzed objects, right? will it work? if the object is attached on avatar (as mesh clothes)?
  20. Hello! Is it possible to make such a script so that if you put it, for example, in an element of clothing (or even full mesh avatar), so that when shooting and hitting bullets on clothes, blood particles will fly out of it? as a spray. Advise me please, thanks a lot!
  21. @Rolig Loon @Innula Zenovka Thank you so much! it worked! I moved the hinge, tried out about ten different options on the beta grid, but finally found what I needed.
  22. @Rolig Loon @Innula Zenovka @Rachel1206 Once again, hi! I remodeled the refrigerator for the Void's door script with a hinge. but now when the door opens there is a gap. how to remove it? Tell me please! Thank you! (Or maybe there is another script for the door in transport? - the refrigerator will be on the boat.) /*//( v7-D Simple Hinge Action )--//*/ /*//-- Works At ANY Angle --//*/ /*//-- NOTES: works in ANY single prim door, linked or un-linked works in multi-prim doors NOT linked to a larger structure Never needs reset (even after moving/rotating) //*/ /*//-- REQUIREMENTS: Root should either be a cylinder (to represent a hinge) or half cut prim; I suggest Box, pathcut start=.125, end=.625 //*/ /*//-- CAVEAT: Single prim doors are limited to 5m width Treats current position as closed when reset //*/ /*//-- USERS MODIFY HERE v --//*/ integer gIntSwing = 90; /*//-- use -# to reverse the direction of swing, eg. -90; --//*/ rotation gRotSwing; default{ state_entry(){ gRotSwing = llEuler2Rot( <0.0, 0.0, (float)gIntSwing * DEG_TO_RAD> ); } touch_end( integer vIntNul ){ llSetLocalRot( (gRotSwing = (ZERO_ROTATION / gRotSwing)) * llGetLocalRot() ); } } /*//-- IF Redistributing as-is: Please leave script full permissions & include all comments so that others may learn and use //*/
  23. @Rolig Loon @Innula Zenovka @Rachel1206 Thanks for answers! I carefully read and studied everything and came to the conclusion that I need a completely different refrigerator and the door will be remade. likely. I think the Void's script will fit me. it's a pity that there are no sounds for it. can you advise how to add a sounds?
  24. Oh, they will if I use LIGHT features! Take a look at this screens...
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