Jump to content

Luxz Blessed

Resident
  • Posts

    48
  • Joined

  • Last visited

Everything posted by Luxz Blessed

  1. i tried playing with the Start alpha (transparency) End alpha (transparency) value by going up and down with numbers but i never saw a change in the particles after saving the script each time i changed it. am i changing the wrong thing? thanks  // Particle Script 0.3 // Created by Ama Omega // 10-10-2003 // 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 = 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_ANGLE; // 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 = 20.0; // Life of each particle float maxSpeed = 0.02; // Max speed each particle is spit out at float minSpeed = 0.02; // 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 = 0; // End alpha (transparency) value vector startColor = <0.6,0.6,0.6>; // Start color of particles <R,G,B> vector endColor = <0.6,0.6,0.6>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <0.1,0.2,0.1>; // Start size of particles vector endSize = <0.3,0.5,0.3>; // End size of particles (if interpSize == TRUE) vector push = <0,0,0>; // Force pushed on particles // System paramaters float rate = 0.02; // How fast (rate) to emit particles float radius = 0.03; // Radius to emit particles for BURST pattern integer count = 1; // How many particles to emit per BURST float outerAngle = 3; // Outer angle for all ANGLE patterns float innerAngle = 0.9; // Inner angle for all ANGLE patterns float beginAngle = 0; // Angle Begin for all ANGLE patterns float endAngle = PI; //Angle End for all ANGLE patterns vector omega = <0,0,0>; // 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_ANGLE_BEGIN,beginAngle, PSYS_SRC_ANGLE_END,endAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } integer channel = 22; default { state_entry() { updateParticles(); llListen(channel, "", llGetOwner(), ""); } listen(integer channel, string name, key id, string message) { if (message == "smoke hide") { llSetLinkAlpha( LINK_SET, 0, ALL_SIDES ); llInstantMessage( llGetOwner(), "Smokey Feet hidden." ); } else if (message == "smoke show") { llSetLinkAlpha( LINK_SET, 1, ALL_SIDES ); llInstantMessage( llGetOwner(), "Smokey Feet shown." ); } } }
  2. wow thank you thats amazing this really helped me understand and thanks for breaking it up,made it a lot easyer for me the coding makes more sense now YAY!
  3. ''and beat the heck out of it till it does exactly what you want.'' LOL thanks you made me feel a lot better - and thanks for taking a look at the script and helping me understand
  4. ah, that was very technical i'm just a beginner when it comes to scripting, when you mean inventory do you mean ''content'' the objects content where you normally put scripts? i found a code ''random item giver'' this may sound like a dumb question but i'm going to ask anyway.. where would i input the name of the items.. or how would i input the folder or make it so it (the script) knows that there is a folder full of objects? cause there is no state_entry() or on_rez() do i put it in : touch_start(integer total_number) or is that the place where you input how many objects are in the folder? //Emmas Seetan //21 September, 16:46 default { touch_start(integer total_number) { float totalobjects = llGetInventoryNumber(INVENTORY_OBJECT); //number of objects totalobjects = llFrand(totalobjects); //Total objects llGiveInventory(llDetectedKey(0),llGetInventoryName(INVENTORY_OBJECT, (integer)totalobjects)); //Give any random object out of the total } } Rolig Loon thanks , yeah i was there yesterday browsing and tinkering , but i get scared sometimes changing the numbers of the coding at times, i geuss i have to make sure the script is copyable before i start to tinker with it just in case i mess up.
  5. i know i keep coming on here asking about stuff, sorry but i dont know how else to learn lol can't aford lessons. anyway i have a cauldron and i want to make it give candy to people when they touch it. how would i imput the candy and the script to work togeather like that? what type of candy script thing would i need? it seems complicated when i think about how it might operate. anyone have the time to explain? or help me out a bit? also, i've been tinkering with a smoke script but i cant seem to slow down the smoke with out it spreading out too much i tried playing with the numbers : float maxSpeed = 0.3; // Max speed each particle is spit out at float minSpeed = 0.8; // Min speed each particle is spit out at Dont ask me why max speed is lower then min speed i didnt creat this i bought it..and it has full permition. it looks great but it spits out way to fast and when i lower the numbers it doesnt seem to slow down much.. and when i figure out how to slow it down it spreads out too much and starts to look crappy and misty instead of rising smoke puffs thanks! // Particle Script 0.5 // Created by Ama Omega // 3-26-2004 integer keystate = 0 ; // Mask Flags - set to TRUE to enable integer glow = FALSE; // Make the particles glow integer bounce = FALSE; // Make particles bounce on Z plane 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 = FALSE; // 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 = 2.5; // Life of each particle float maxSpeed = 0.3; // Max speed each particle is spit out at float minSpeed = 0.8; // Min speed each particle is spit out at string texture = "4f714019-c1cf-6b16-994f-44b217022f1a"; // Texture used for particles, default used if blank float startAlpha = 0.8; // Start alpha (transparency) value float endAlpha = 0.0; // End alpha (transparency) value vector startColor = <0.5,0.5,0.5>; // Start color of particles <R,G,B> vector endColor = <0,0,0>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <0.01,0.01,0.0>; // Start size of particles vector endSize = <2.0,2.0,0.0>; // End size of particles (if interpSize == TRUE) vector push = <.2,0,3>; // Force pushed on particles // System paramaters float rate = 0.1; // How fast (rate) to emit particles float radius = 0.0; // Radius to emit particles for BURST pattern integer count = 5; // How many particles to emit per BURST float outerAngle = 0; // Outer angle for all ANGLE patterns float innerAngle = 0.1; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 0; // Life in seconds for the system to make particles integer flags; list sys; integer type; vector tempVector; rotation tempRot; string tempString; integer i; 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; sys = [ 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 ]; llParticleSystem(sys); } default { state_entry() { //updateParticles(); keystate = 0 ; //target = llGetLinkKey(2) ; updateParticles() ; //llParticleSystem([]) ; } }
  6. Hello, i was just wondering how would i make a object like wind chimes into flexi? , so that when i attach a script to it it will look more realistic when it moves in the wind. also would i use the same type of texture that people use when they are making plants?or can i just use a normal imported texture? if you have any ideas or suggestions that may help me or make this project more simple, i would appreciate it . thanks! and sorry i'm still new to building these types of items.
  7. thanks , but there are no wind vector scripts for sale on sl market, there are sound effects for sale but not wind scripts (something that controls the object to move as if its blowing in the wind) .. so what should i do now? should i try contacting someone that does scripts ? how much do you think i would have to pay?
  8. i am thinking about building some wind chimes, but i don't really know how i would make it move , to make it seem like it's blowing in the wind.. does anyone know how i could achieve this? i have no idea how to even begin making a script for it, also would i have to input the script in each small prim to make each prim move , or do i just add the script after everything is alll linked? thanks :)
  9. ok i think i understand , what if i were to put a link in a notecard could i use a normal url code in it like [ur l=htt ps://marketplace.secondlife.com/stores/89159] Children Of Ares[/url] for example ok i tried a Code , it seems to be working the way i want it to, thanks again
  10. so i just add one of these scripts to my object after editing the message before i hand it over to someone to put on there ad board and it should work? only part of the coding makes sense to me..it's like being some what illiterate in a language lol. but thanks for the link!
  11. Say i import a texture with my copany logo and attach it to a object (and make a small board out of it) and gave it to a store within second life to addvertise on there AD Board could i some how make the object link them to my SL Market shop when they touch or click it? Thanks this is the image i will be using :
  12. i am not interested in land but i just need a spot to put my magic box ,since at the moment i dont own and cant aford my own land. when i mean magic box,i mean the thing that connects to my shop in SL market. does anyone know a good place that is free or almost free? thanks! NVM found someone
  13. THANK YOU!!!! it works - this makes me so happy! i really appreciate this, i learned alot
  14. thanks for the link, i think i understand it, do i make a seperate script for the text or use the same one i used for the tip jar? sorry for the questions , you dont have to answer
  15. one more question though how do i get a text above it to show to people it is a tip jar not just a random object
  16. OMG it works ! it's because running wasnt ticked! thank you!!!!! :matte-motes-wink-tongue: i'm so silly thanks a million!
  17. no it doesnt seem to do anything, do i have to enable anything? i dont know it's acting as if there is no script,but there is.. when i right click ''touch'' or ''pay'' is not clickable also just left clicking doesnt do anything too
  18. Ok I Tried it Out And It's Not Working default { state_entry() { llSetPayPrice(5, [10,50,100]); } money(key id, integer amount) { llInstantMessage(id, "Thanks for the tip, Brightest Blessings!"; ); } } i am getting a syntax error here is the exact error i am getting: (9,63) :ERROR: syntax error but when i remove the ; after blessings!" it does not give me a error anymore but the object is still not giving me the option to give money to the jar .. what am i doing wrong?
  19.  - Darkie Minotaur-wow thanks thats a really clear Explanation Void Singer- thanks -
  20. i have this script for a tip jar default { state_entry() { llSetPayPrice(5, [10,50,100]); } money(key id, integer amount) { llInstantMessage(id, "Thanks for the tip!!";); } } i am new to scripting so please bare through this with me lol ... ok so, if i input this into a object i made would it work properly or would i have to input some key id where it says ''key id'' ? and is there a way so that i don't have to be the owner for it to work? because i want to sell the jar object i make (for a very low amount since i am practicing)... how do i set it so that the person who purchases it becomes the owner i want the person to be able to work all its functions and get the money from the tip jar ...but keeping the jar locked from anyone else that might take the money. i know this must sound really dumb.. and maybe i dont make sence ,but i only have some expirence in making objects i never tried scripting before. thanks for the help!
×
×
  • Create New...