Add half dozen scripts
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3
Soul Finder/Soul Finder.sol
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3
Soul Finder/Soul Finder.sol
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<Solution name="Soul Finder">
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<Project name="Soul Finder" path="Soul Finder\Soul Finder.prj" active="true"/>
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</Solution>
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6
Soul Finder/Soul Finder/Soul Finder.prj
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6
Soul Finder/Soul Finder/Soul Finder.prj
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<Project name="Soul Finder" guid="d6321acb-aaf6-4ac2-ab0f-041e4f9a6cce">
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<Object name="Wear this Prim" guid="5c874dcc-413a-491d-921b-5982516dada3" active="true">
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<Script name="Script.lsl" guid="5766b7ae-094d-4e27-adf2-56336fd1ca9c">
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</Script>
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</Object>
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</Project>
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105
Soul Finder/Soul Finder/Wear this Prim/Script.lsl
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105
Soul Finder/Soul Finder/Wear this Prim/Script.lsl
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// :CATEGORY:Sensor
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// :NAME:Soul Finder
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// :AUTHOR:CyberGlo CyberStar
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// :REV:1.0
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// :WORLD:Second Life, Opensim
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// :DESCRIPTION:
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// it will point a stream of particles toward any persons location
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// :CODE:
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//CyberGlo CyberStar
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//Soul Finder
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// put this script in a small prim and wear it.
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// type on channel 7 on
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// like this /7 on
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// type /7 nameofavatar
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// it will point a stream of particles toward this persons location
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// no matter where they are on the sim.
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// even if they walk around it will follow them
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// this makes it easy to find people in crowded sims, even if you cant rez an object or tp to them.
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// email: pctek.cyberstar@gmail.com
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string gStrAgentName;
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key gStrAgentId;
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integer listenHandle;
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remove_listen_handle()
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{
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llListenRemove(listenHandle);
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}
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updateParticles(key target)
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{
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llParticleSystem([
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PSYS_PART_FLAGS, 0 | PSYS_PART_EMISSIVE_MASK |
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PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK |
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PSYS_PART_FOLLOW_SRC_MASK | PSYS_PART_FOLLOW_VELOCITY_MASK |PSYS_PART_TARGET_POS_MASK ,
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PSYS_SRC_PATTERN,PSYS_SRC_PATTERN_EXPLODE,
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PSYS_PART_MAX_AGE, 2.0,
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PSYS_PART_START_COLOR,<1,0,0>,
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PSYS_PART_END_COLOR,<1,0,0>,
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PSYS_PART_START_SCALE,<0.3, 0.8, 0.3>,
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PSYS_PART_END_SCALE,<0.1, 0.2, 0.1>,
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PSYS_PART_START_GLOW, 1.0,
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PSYS_SRC_BURST_RATE,0.01,
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PSYS_SRC_ACCEL,<0.0, 0.0, 0.0>,
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PSYS_SRC_BURST_PART_COUNT,3,
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PSYS_SRC_BURST_RADIUS,0.10,
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PSYS_SRC_BURST_SPEED_MIN,0.10,
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PSYS_SRC_BURST_SPEED_MAX,0.50,
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PSYS_SRC_TARGET_KEY,target,
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PSYS_SRC_INNERANGLE,1.55,
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PSYS_SRC_OUTERANGLE,1.54,
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PSYS_SRC_OMEGA,<0.0, 0.0, 5.0>,
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PSYS_SRC_MAX_AGE,0.00,
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PSYS_PART_START_ALPHA,0.50,
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PSYS_PART_END_ALPHA,0.10
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]);
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}
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default
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{
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state_entry()
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{
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listenHandle = llListen(7, "", llGetOwner(), "");
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}
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listen(integer channel, string name, key id, string message)
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{
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gStrAgentName = message;
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if ( message == "off" )
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{
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llParticleSystem([]);
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}
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else
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{
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gStrAgentId = llName2Key(gStrAgentName);
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if(llGetAgentSize(gStrAgentId))
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{
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vector pos = llList2Vector(llGetObjectDetails(gStrAgentId, [OBJECT_POS]), 0);
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llOwnerSay("I found: " + gStrAgentName + " at " + (string)pos);
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updateParticles(gStrAgentId);
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}
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else
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{
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llOwnerSay("The person named: " + gStrAgentName + " isn't in this Land.");
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}
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}
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}
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on_rez(integer start_param)
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{
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llResetScript();
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}
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changed(integer change)
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{
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if (change & CHANGED_OWNER)
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{
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llResetScript();
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}
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}
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}
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