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D33SS3

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  1. | REQUIREMENTS | - Must be at least 6 months old. - You must have a working computer. - You must be able to work for at least 2 days out of the week for at least 3 hours each day. - DISCORD IS A REQUIREMENT & Instagram is for promotional purposes. - You must be open to ROLEPLAYing. (All levels of RP is accepted.) - Must be willing to alternate being a bartender & server during certain hours. - We are looking for serious applicants ONLY. NOTE: If selected, you will undergo training. OUR LINK HUB: https://linktr.ee/Experience.BonAppetit (Our Address, Application, Discord & Instagram is all in the link above.)
  2. Hello all, I am currently attempting to create a HUD using a premade particle emitter script. The script works when the prim is on the ground, but I do not see the particles when the script is attached to the HUD. I have general scripting knowledge, but I am open to anyone who has any advice or a solution. [SCRIPT] // Generated by 'particles-lsl-generator.bashora.com', Zeja Pyle, 2008. // DECLARATION ============================== string Texture; integer Interpolate_Scale; vector Start_Scale; vector End_Scale; integer Interpolate_Colour; vector Start_Colour; vector End_Colour; float Start_Alpha; float End_Alpha; integer Emissive; float Age; float Rate; integer Count; float Life; integer Pattern; float Radius; float Begin_Angle; float End_Angle; vector Omega; integer Follow_Source; integer Follow_Velocity; integer Wind; integer Bounce; float Minimum_Speed; float Maximum_Speed; vector Acceleration; integer Target; key Target_Key; // BASIC FUNCTION ============================== Particle_System () { list Parameters = [ PSYS_PART_FLAGS, ( (Emissive * PSYS_PART_EMISSIVE_MASK) | (Bounce * PSYS_PART_BOUNCE_MASK) | (Interpolate_Colour * PSYS_PART_INTERP_COLOR_MASK) | (Interpolate_Scale * PSYS_PART_INTERP_SCALE_MASK) | (Wind * PSYS_PART_WIND_MASK) | (Follow_Source * PSYS_PART_FOLLOW_SRC_MASK) | (Follow_Velocity * PSYS_PART_FOLLOW_VELOCITY_MASK) | (Target * PSYS_PART_TARGET_POS_MASK) ), PSYS_PART_START_COLOR, Start_Colour, PSYS_PART_END_COLOR, End_Colour, PSYS_PART_START_ALPHA, Start_Alpha, PSYS_PART_END_ALPHA, End_Alpha, PSYS_PART_START_SCALE, Start_Scale, PSYS_PART_END_SCALE, End_Scale, PSYS_SRC_PATTERN, Pattern, PSYS_SRC_BURST_PART_COUNT, Count, PSYS_SRC_BURST_RATE, Rate, PSYS_PART_MAX_AGE, Age, PSYS_SRC_ACCEL, Acceleration, PSYS_SRC_BURST_RADIUS, Radius, PSYS_SRC_BURST_SPEED_MIN, Minimum_Speed, PSYS_SRC_BURST_SPEED_MAX, Maximum_Speed, PSYS_SRC_TARGET_KEY, Target_Key, PSYS_SRC_ANGLE_BEGIN, Begin_Angle, PSYS_SRC_ANGLE_END, End_Angle, PSYS_SRC_OMEGA, Omega, PSYS_SRC_MAX_AGE, Life, PSYS_SRC_TEXTURE, Texture ]; llParticleSystem (Parameters); } // YOUR PARTICLES FUNCTION ============================== snow (){ Texture = "c10f5f78-b75e-ab38-94c0-4ffb0c980c08"; Interpolate_Scale = FALSE; Start_Scale = <0.3,0.3, 0>; End_Scale = <0.04,0.04, 0>; Interpolate_Colour = TRUE; Start_Colour = < 0.0, 0.5, 1 >; End_Colour = < 1, 1, 0.0 >; Start_Alpha = 0.5; End_Alpha =1.0; Emissive = TRUE; Age = 3; Rate = 0.6; Count = 5; Life = 0; Pattern = PSYS_SRC_PATTERN_EXPLODE; Radius = 0; Begin_Angle = 0; End_Angle = 3.14159; Omega = < 0, 0, 0 >; Follow_Source = FALSE; Follow_Velocity = TRUE; Wind = TRUE; Bounce = FALSE; Minimum_Speed = 0.01; Maximum_Speed = 0.5; Acceleration = < 0, 0, 0 >; Target = FALSE; Target_Key = NULL_KEY; Particle_System (); } // SCRIPT BODY ============================== default { state_entry () { snow (); } touch_start (integer i){ llParticleSystem ([]); // Stop the particles } }
  3. Hello everyone! [ My knowledge with LSL Scripting is at a beginner level, so please bare with me! :) ] Recently, I purchased a texture changing script from Renderworks, I'm not having trouble with creating a HUD with texture changes. However, I was wondering if it was possible to add to the script an option to control the visibility of a particular face of a mesh and/or combine two faces for one on and off toggle.
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