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D33SS3

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Posts posted by D33SS3

  1. Quote

    "Our dreamy seaside luxury restaurant, Bon App'etit located in Paradise Point, #THAPLUG, is currently looking for reliable, enthusiastic & dynamic team members.  If you are interested in working in a fun, fast pace & flexible environment; please fill out our application.  Your application will be reviewed within 5 business days; if accepted we will contact you to schedule an interview.  However, if we do not reply to your application beyond a week, then you did not qualify for the desired position.  This application should take up to 10 minutes to complete.
    Good luck!"

    Déesse C. Naése, CEO
    Bon App'etit
    In-World: Déesse C. Naése (d33ss3)


    | 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.)

    BON APPETIT - LOGO FOR FORMS.png

  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. 2 minutes ago, Rolig Loon said:

    Welcome aboard.

    You will want to start becoming familiar with the LSL wiki, specifically the section on Functions.  In this case, study the entries for llSetTexture ( and llSetLinkTexture ) and for llSetAlpha ( and llSetLinkAlpha ).  They will show you the proper syntax for getting the right texture on the right face and determining whether it's visible of transparent.  

    While you are just learning, the easiest way to think of accomplishing many  things at once is to collect them into the same scope, so that they are all handled by the same decision, as in

    
    if ( iON == TRUE)
    {
        // do this
        // and this
        // and this
    }

    There are more compact ways -- much better ones -- of doing this ( take a look at llSetLinkPrimitiveParams in the wiki ), but get comfortable with the basic method first.  

    Yay, thank you!

    I will be doing the research right now!

  4. 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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