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Pamela Galli

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Posts posted by Pamela Galli

  1.  


    Paladin Pinion wrote:

    You have two or three copies of the particle system in there, plus a listen. I can click you up a script in 2 seconds with Mote if you can describe exactly what you're after. I'm pretty sure the posted stuff isn't really what you want.

    The Ama Omega script is bulky, and most of it isn't necessary. The "smokey feet" stuff is for one of the particle systems she produced, which you don't want for a wind chime.

    How far do you want your butterflies to go, in what direction(s), and how often and how fast?

     

    Thank you so much Paladin (did look lot a LOT of stuff in there!)

    I want them to just fly a couple of meters, outward in any or all directions. Not up into the ceiling.

     

  2. I want the butterflies to move down and or sideways, just a couple of meters, but they fly up and out pretty far. I am putting it in a windchime so I don't want them to fly directly up into the ceiling, but I have changed the numbers I think might help and they don't.

     

     

    // 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_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 = "";
    // Particle paramaters
    float age = 10.0;                  // Life of each particle
    float maxSpeed = 0.5;            // Max speed each particle is spit out at
    float minSpeed = 0.05;            // Min speed each particle is spit out at
    string texture = "Particle Texture - Butterfly";                 // Texture used for particles, default used if blank
    float startAlpha = 1;           // Start alpha (transparency) value
    float endAlpha = 1;           // End alpha (transparency) value
    vector startColor = <1,1,1>;    // Start color of particles <R,G,B>
    vector endColor = <1,1,1>;      // End color of particles <R,G,B> (if interpColor == TRUE)
    vector startSize = <0.07,0.07,0.07>;     // Start size of particles 
    vector endSize = <0.07,0.07,0.07>;       // End size of particles (if interpSize == TRUE)
    vector push = <0,0,0.2>;          // Force pushed on particles
    // System paramaters
    float rate = 4;            // How fast (rate) to emit particles
    float radius = .005;          // Radius to emit particles for BURST pattern
    integer count = 1;        // How many particles to emit per BURST 
    float outerAngle = 1;    // Outer angle for all ANGLE patterns
    float innerAngle = 0.9;    // Inner angle for all ANGLE patterns
    float beginAngle = PI_BY_TWO;    // Angle Begin for all ANGLE patterns
    float endAngle = PI_BY_TWO;    //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." );
            }
        }
    }

    // Particle Script 0.3// Created by Ama Omega// 10-10-2003
    // Mask Flags - set to TRUE to enableinteger glow = TRUE;            // Make the particles glowinteger bounce = FALSE;          // Make particles bounce on Z plan of objectinteger interpColor = TRUE;     // Go from start to end colorinteger interpSize = TRUE;      // Go from start to end sizeinteger wind = FALSE;           // Particles effected by windinteger followSource = FALSE;    // Particles follow the sourceinteger 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_ANGLEinteger 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 tokey target = "";
    // Particle paramatersfloat age = 10.0;                  // Life of each particlefloat maxSpeed = 0.5;            // Max speed each particle is spit out atfloat minSpeed = 0.05;            // Min speed each particle is spit out atstring texture = "Particle Texture - Butterfly";                 // Texture used for particles, default used if blankfloat startAlpha = 1;           // Start alpha (transparency) valuefloat endAlpha = 1;           // End alpha (transparency) valuevector startColor = <1,1,1>;    // Start color of particles <R,G,B>vector endColor = <1,1,1>;      // End color of particles <R,G,B> (if interpColor == TRUE)vector startSize = <0.07,0.07,0.07>;     // Start size of particles vector endSize = <0.07,0.07,0.07>;       // End size of particles (if interpSize == TRUE)vector push = <0,0,0.2>;          // Force pushed on particles

    // System paramatersfloat rate = 4;            // How fast (rate) to emit particlesfloat radius = .005;          // Radius to emit particles for BURST patterninteger count = 1;        // How many particles to emit per BURST float outerAngle = 1;    // Outer angle for all ANGLE patternsfloat innerAngle = 0.9;    // Inner angle for all ANGLE patternsfloat beginAngle = PI_BY_TWO;    // Angle Begin for all ANGLE patternsfloat endAngle = PI_BY_TWO;    //Angle End for all ANGLE patterns
    vector omega = <0,0,0>;    // Rotation of ANGLE patterns around the sourcefloat life = 0;             // Life in seconds for the system to make particles
    // Script variablesinteger 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." );        }    }}

     

    No clue what the smokey feet is about. Thanks!

     

  3. Boosting sales, hmm?  Fixing search relevance is the first thing that comes to mind. Brooke says they are working on that. 

    Anyway -- first in!

    I got to keep my siggy! But now to see if I can link it to the MP instead of Xstreet,

     

  4. I don't know if this is your situation or not, but some of the more desperate business ppl (and performers I guess) put ppl on a spam list without their consent, which is ARable. And then some of them have the nerve to tell the spamee to unsubscribe themselves, or they refuse to take them off the list (because the spamee is not always able to take himself off).

  5. 
    

    Ceera.Murakami wrote:

     

    Pamela Galli wrote:

     

    There is a warning when you return something that says no-transfer deeded objects will be lost.

    Tell, me, how do you deed a no-transfer object, when deeding it to a group is a transfer of ownership? That can't be done.

    No-copy deeded objects might have issues that way, though.

    In general, the "Return all items on parcel" button is incredibly hazardous, and should never be used.You are almost certain to trash something that way. The most common problem is the house, pool and a couple of trees all get lumped together in a single coalesced object, or in objects that bear no relation to what was part of your house or part of the pool. If you have even one Linden Plant in that mess, you can't rez the coalesced object except on land that allows you to create plants and trees. If you have one no-copy item in that lump, and it fails to rez for any reason, it vanishes forever.

     

    I have never deeded anything but the warning is there: "*WARNING* No-transfer deeded objects will be deleted!"

     

    I also never check that little box saying not to warn me of things.

  6. The easiest way to get Lindens is to buy some.  $5 USD will buy you a lot of stuff in SL.  Otherwise, be prepared to get some kind of job in SL -- most of which pay FAR less than almost any RL job.  If you develop skills then you can make money here but that takes time.

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