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Found 3 results

  1. Does anyone know what this dang dress is? I've been looking for it for a while now and no luck. Posting here on the off chance someone else recognizes it.
  2. Hello! A friend gave me a script, but neither she nor I know what it is for. can someone say what the script is and what is it for? (script name: desaparecer despacio) // // USER VARIABLES // // // INTERNAL VARIABLES // vector home; integer penState; float penColor; float color; float ghost; vector originalScale; float sizePercent; integer numAvatarsNearby; vector nearestAvPosition; key ownerKey; vector ownerPosition; // // INTERNAL FUNCTIONS // // move(steps) // move object a number of steps (meters) along its current heading // forward is along the positive x axis // if the pen is down, create a line segment along the path traveled // the line is positioned by its center, which is placed halfway back along the path move(float steps) { vector fwd = llRot2Fwd(llGetRot()) * steps; llSetPos(llGetPos() + fwd); if (penState == TRUE) { if (llGetInventoryType("lineSegment") == INVENTORY_NONE) { llSay(0, "Oops! To draw a line, my inventory needs a lineSegment. You can get one from the Scratch Inventory Box."); } else { integer randomID = llRound(llFrand(99999999)); llRezObject("lineSegment", llGetPos()-fwd/2, <0,0,0>, llGetRot(), randomID); llSay(1, (string)randomID + ":set length:"+ (string)llFabs(steps)); llSay(1, (string)randomID + ":set color:" + (string)penColor); } } } // turnRight(float angle) // turn angle degrees clockwise around the local z axis turnRight(float angle) { angle *= -1; rotation newRot = llEuler2Rot(<0,0,angle> * DEG_TO_RAD); llSetRot(newRot*llGetRot()); } // turnLeft(float angle) // turn angle degrees counterclockwise around the local z axis turnLeft(float angle) { rotation newRot = llEuler2Rot(<0,0,angle> * DEG_TO_RAD); llSetRot(newRot*llGetRot()); } //up(float steps) //move up along the global z axis by steps meters //does not leave a line segment up(float steps) { llSetPos(llGetPos()+<0,0,steps>); } //down(float steps) //move down along the global z axis by steps meters //does not leave a line segment down(float steps) { llSetPos(llGetPos()+<0,0,-1*steps>); } // turnPitch(float angle) // turn angle degrees upward around the local y axis turnPitch(float angle) { angle *= -1; rotation newRot = llEuler2Rot(<0,angle,0> * DEG_TO_RAD); llSetRot(newRot*llGetRot()); } // float getHeading() // return the current heading in the xy plane in degrees float getHeading() { return llRot2Angle(llGetRot())*RAD_TO_DEG; } // setHeading(float angle) // set the heading in the xy plane in degrees setHeading(float angle) { vector newVec = <0, 0, angle*DEG_TO_RAD>; rotation newRot = llEuler2Rot(newVec); llSetRot(newRot); } // turnRoll(float angle) // turn angle degrees clockwise around the local x axis turnRoll(float angle) { rotation newRot = llEuler2Rot(<angle,0,0> * DEG_TO_RAD); llSetRot(newRot*llGetRot()); } // changePenColorBy(float num) // change the pen color by an amount changePenColorBy(float num) { penColor += num; setPenColorTo(penColor); } // setPenColorTo(float num) // set the pen to a particular color setPenColorTo(float num) { penColor = (integer)num % 100; } // penDown() // put the pen down, so that when the object moves it will draw penDown() { penState = TRUE; } // penUp() // put the pen up, so that the object will not draw when it moves penUp() { penState = FALSE; } // clear() // broadcast a message to nearby line segments that will cause them to // delete themselves clear() { llSay(1, "clearLineSegments"); } // pointTowardNearestAv() // turn to point toward the nearest avatar pointTowardNearestAv() { vector myPos = llGetPos(); float xdiff = myPos.x - nearestAvPosition.x; float ydiff = myPos.y - nearestAvPosition.y; float angle = llAtan2(xdiff, ydiff) * RAD_TO_DEG; setHeading(270 - angle); } // pointTowardOwner() // turn to point toward the owner pointTowardOwner() { vector myPos = llGetPos(); float xdiff = myPos.x - ownerPosition.x; float ydiff = myPos.y - ownerPosition.y; float angle = llAtan2(xdiff, ydiff) * RAD_TO_DEG; setHeading(270 - angle); } // float distanceToNearestAv() // returns the distance in meters to the nearest avatar float distanceToNearestAv() { return llVecDist(llGetPos(), nearestAvPosition); } // float distanceToOwner() // returns the distance in meters to the owner float distanceToOwner() { return llVecDist(llGetPos(), ownerPosition); } // float randomMinToMax(float min, float max) // returns a random number between min and max integer randomMinToMax(float min, float max) { return llRound(llFrand(max - min) + min); } // say(string text) // say the text on the public chat channel 0 so all nearby avatars and objects will hear it say(string text) { llSay(0, text); } // broadcast(string message) // say the message on channel 1. No avatars will hear it. // all nearby objects will hear it. broadcast(string message) { llSay(1, message); } // setText(string text) // create opaque white floating text above the object setText(string text) { llSetText(text, <1,1,1>, 1); } // vector hueToRGB(float h) // take a color represented as a hue value between 1 and 100 and // return an RGB vector representing the same color. vector hueToRGB(float h) { integer i; float f; float p; float q; float t; float r; float g; float b; float s = 1; float v = 1; h *= 5; // sector 0 to 5 i = llFloor(h); f = h - i; // factorial part of h p = v * ( 1 - s ); q = v * ( 1 - s * f ); t = v * ( 1 - s * ( 1 - f ) ); if (i == 0) { r = v; g = t; b = p; } else if (i == 1) { r = q; g = v; b = p; } else if (i == 2) { r = p; g = v; b = t; } else if (i == 3) { r = p; g = q; b = v; } else if (i == 4) { r = t; g = p; b = v; } else { r = v; g = p; b = q; } return <r,g,b>; } // setColor(float num) // set the color of the object using a number between 1 and 100 representing a hue setColor(float num) { color = (integer)num % 100; llSetColor(hueToRGB(color / 100), ALL_SIDES); if (llGetObjectName() == "Scratch Bug") { llSetLinkColor(2, hueToRGB(color / 100), ALL_SIDES); } else { //llSetLinkColor(LINK_SET, hueToRGB(color / 100), ALL_SIDES); } } // changeColorBy(float num) // change the hue of the object by a number changeColorBy(float num) { float newColor = color + num; if (newColor < 0) { newColor = 0; } if (newColor > 100) { newColor = 100; } setColor(newColor); } // setGhost(float num) // set the ghost effect of the object to a value between 0 (opaque) and 100 (transparent) setGhost(float num) { ghost = (integer)num % 101; llSetAlpha(((100 - ghost) / 100), ALL_SIDES); llSetLinkAlpha(LINK_SET, ((100 - ghost) / 100), ALL_SIDES); } // changeGhostBy(float num) // change the ghost effect on an object by a number changeGhostBy(float num) { setGhost(ghost + num); } // setSize(float newSize) // set the size of the object to a percentage of its original size setSize(float newSize) { sizePercent = newSize; vector newScale = originalScale*(sizePercent/100); llSetScale(newScale); } // changeSizeBy(float change) // change the size of an object by a percentage of its original size changeSizeBy(float change) { sizePercent += change; vector newScale = originalScale*(sizePercent/100); llSetScale(newScale); } // playSound(string snd) // play a sound at full volume // snd can be the name of a sound in the inventory of the object, or the // UUID of a sound which exists somewhere else playSound(string snd) { llPlaySound(snd, 1); } // playSoundNamed(string snd) // play a sound at full volume // snd can be the name of a sound in the inventory of the object, or the // UUID of a sound which exists somewhere else // this is the version for text input of the name of a sound in a scratch block // so it checks the inventory and gives an error if the sound is missing playSoundNamed(string snd) { if (llGetInventoryType(snd) == INVENTORY_NONE) { llSay(0, "Oops! My inventory does not contain the sound " + snd); } else { llPlaySound(snd, 1); } } // wait(float secs) // pause all execution of this script for some number of seconds wait(float secs) { llSleep(secs); } // levelOut() // remove the x and y rotation components, so that the object is // level with respect to the ground levelOut() { vector myVec = llRot2Euler(llGetRot()); vector newVec = <0, 0, myVec.z>; rotation newRot = llEuler2Rot(newVec); llSetRot(newRot); } // goHome() // move the object back to its home position // home is set the the position of the object when it is created, // and can be set to a new position using setHomeHere() goHome() { llSetPos(home); //levelOut(); } // setHomeHere() // set the home position to the current position setHomeHere() { home = llGetPos(); } // startListening() // listen for messages on both channel 0, the public channel, // and channel 1, where broadcasts are sent startListening() { llListen(0, "", "", ""); llListen(1, "", "", ""); } // initInternal() // do some setup for internal functions // this includes setting various variables to their defaults // clearing text on the object, and turning on // the repeating sensor and timer events initInternal() { setHomeHere(); penState = FALSE; penColor = 0; color = 0; ghost = 0; sizePercent = 100; originalScale = llGetScale(); ownerKey = llGetOwner(); llSetText("", <1,1,1>, 0); llSensorRepeat("", "", AGENT, 96, PI, .1); llSetTimerEvent(.1); startListening(); } initAll() { initInternal(); } timer1(){ wait(15); setGhost(0); wait(0.1); setGhost(0.1); wait(0.1); setGhost(0.3); wait(0.1); setGhost(0.5); wait(0.1); setGhost(1); wait(0.1); setGhost(2); wait(0.1); setGhost(3); wait(0.1); setGhost(4); wait(0.1); setGhost(5); wait(0.1); setGhost(7); wait(0.1); setGhost(10); wait(0.1); setGhost(15); wait(0.1); setGhost(20); wait(0.1); setGhost(25); wait(0.1); setGhost(30); wait(0.1); setGhost(35); wait(0.1); setGhost(40); wait(0.1); setGhost(45); wait(0.1); setGhost(50); wait(0.1); setGhost(55); wait(0.1); setGhost(60); wait(0.1); setGhost(65); wait(0.1); setGhost(70); wait(0.1); setGhost(75); wait(0.1); setGhost(80); wait(0.1); setGhost(85); wait(0.1); setGhost(90); wait(0.1); setGhost(95); wait(0.1); setGhost(96); wait(0.1); setGhost(97); wait(0.1); setGhost(98); wait(0.1); setGhost(99); wait(0.1); setGhost(100); wait(15); setGhost(99); wait(0.1); setGhost(97); wait(0.1); setGhost(95); wait(0.1); setGhost(90); wait(0.1); setGhost(85); wait(0.1); setGhost(80); wait(0.1); setGhost(75); wait(0.1); setGhost(70); wait(0.1); setGhost(65); wait(0.1); setGhost(60); wait(0.1); setGhost(55); wait(0.1); setGhost(50); wait(0.1); setGhost(45); wait(0.1); setGhost(40); wait(0.1); setGhost(35); wait(0.1); setGhost(30); wait(0.1); setGhost(25); wait(0.1); setGhost(20); wait(0.1); setGhost(15); wait(0.1); setGhost(10); wait(0.1); setGhost(7); wait(0.1); setGhost(5); wait(0.1); setGhost(4); wait(0.1); setGhost(3); wait(0.1); setGhost(2); wait(0.1); setGhost(1); wait(0.1); setGhost(0.5); wait(0.1); setGhost(0.3); wait(0.1); setGhost(0); } default { state_entry() { initAll(); } on_rez(integer start_param) { initAll(); } sensor(integer n) { numAvatarsNearby = n; nearestAvPosition = llDetectedPos(0); integer i; for (i=0; i<n; i++) { if (llDetectedKey(i) == ownerKey) { ownerPosition = llDetectedPos(i); } } } touch_start(integer n) { } collision_start(integer n) { } listen(integer channel, string name, key id, string msg) { } timer() { timer1(); } }
  3. I'm looking for help identifying the outfit on the main page of secondlife.com before you log in. It's the 2nd of the scrolling pictures (Become a Creator), of the girl wearing an Incan, maybe native, possibly egyptian style outfit. I'd love to know what it is and where to get it! Please help!
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