removed useless _ folders

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Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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// :CATEGORY:Bling
// :NAME:Bling_Scriptgood_one
// :AUTHOR:Particle Script
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:48
// :ID:100
// :NUM:135
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Malthus' Bling Script(good one).lsl
// :CODE:
// TOUCHSTONE Particle Script
// Commented by Daryth Kennedy
// IM me with any questions
// 11-2-2005
// // NOTES // //
// YOU MUST CLICK SAVE BEFORE ANY CHANGES WILL BECOME VISIBLE
// If you remove a particle script from an object, the object will continue
// To emit particles forever no matter what you do, unless you replace it with
// A new particle script, I don't know why
// Particles targetted to AV's will go right for the crotch, Particles love crotches.
// Vocabulary for Particles:
// Emitter = The object spitting out the particles
// Particles = The actual things being emitted
// Radius = The area particles can start within, Higher No. = Bigger Area
// Alpha = The Transparency value of the Particles
// Omega = The Spin of an emitter, or rather the stream of particles
// Comment = These things // are called commenting, anything after is read only
// = By humans and is not compiled by the system.
// PARTICLE BEHAVIOR - TRUE = ON, FALSE = OFF
// Change TRUE or FALSE only, and make sure to stay in CAPS, with a ; at the end
integer glow = TRUE; // Make the particles glow from inside
// if FALSE they will be effected by the local light.
integer bounce = FALSE; // Particles won't go lower than the emitter and will //bounce on the "ground" level if negative push is applied.
integer interpColor = TRUE; // Changes from start to end color
// Start and End colors are set below
integer interpSize = TRUE; // Changes from start to end size
// Also Set below
integer wind = FALSE; // Particles effected by wind
// Particles REALLY effected, will fly like crazy
integer followSource = FALSE; // Particles follow the emitter, so they will move
// In direct lines even if emitter is in motion
// IF FALSE they will sway like smoke, leaving a trail
integer followVel = TRUE; // Particles will emit in direction object facing
// Use with ANGLE Patterns and negative push to create // waterfalls, etc
// PARTICLE PATTERNS
// Choose a pattern from this list:
// Cut and Paste "PSYS_SRC_PATTERN_*" from the red list into the blue one, the blue
// One is the actively selected particle style
// PSYS_SRC_PATTERN_EXPLODE
// This one makes particles appear anywhere within the radius at random.
// PSYS_SRC_PATTERN_DROP
// This one makes particles appear as if dropping from a small hole in the emitter
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// This one makes particles appear in the inverse of a cone, usually nothing.
// PSYS_SRC_PATTERN_ANGLE_CONE
// This one makes particles appear in a cone, like a flashlight beam.
// PSYS_SRC_PATTERN_ANGLE
// This one makes particles appear in a flat fan shape fanning out from emitter.
//THE LINE BELOW THIS IS WHERE YOU PASTE THE PARTICLE PATTERN
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// PARTICLE TARGET
// For no Target, leave this alone as: key target = "";
// To target the emitters OWNER, simply put: key target = "owner";
// To target the emitter itself, simply put: key target = "self";
// or if targetting another piece of the linked object the link number is placed be // low in another section, just leave this as: key target = "";
key target = "Pink Metal Heel w/ Flower Decor R";
// PARTICLE SETTINGS
float age = .1; // How long each particle will survive
float maxSpeed = 3; // Max speed each particle is spit out at
float minSpeed = 3; // Min speed each particle is spit out at
// To create bursts of particles all sticking together // Set both min and max speed to the same thing.
string texture = ""; // Texture used for particles, default used if blank
// Type the name of the texture in the " ", Make sure
// To drag the Texture into the emitters contents.
float startAlpha = 1.0; // Start alpha (transparency) value
float endAlpha = 0.5; // End alpha (transparency) value
// Alpha is between 0.0 and 1.0
vector startColor = <1.0, 1.0, 1.0>; // Starting color of particles <R,G,B>
vector endColor = <1.0, 1.0, 1.0>; // End color of particles <R,G,B>
// <0,0,0> = Black <1,1,1> = White
// InterpColor (above) must be TRUE for color to change
vector startSize = <0.1, 0.1, 0>; // Start size of particles
vector endSize = <0.1, 0.1, 0>; // End size of particles (if interpSize == TRUE)
// Size Range is 0.01 to 7.00
// Further the 3rd number doesn't effect anything
vector push = <0,0,0>; // Force pushed on particles (X,Y,Z)
// X = East/West Y = North/South Z= Up/Down
// PARTICLE PARAMETERS
float rate = 3; // How many seconds between particle emissions
float radius = .0000001; // Starting radius for Particles to appear within
integer count = 1; // How many particles per emission (Per Rate)
float outerAngle = 1.54; // Outer angle for all ANGLE patterns (for a stream 0.1)
float innerAngle = 1.55; // Inner angle for all ANGLE patterns (for a stream 0.0)
// In Radians, so every 1 is 90 degrees between 0 and 3
vector omega = <0,0,0>; // Rotation of ANGLE patterns (X,Y,Z axis (E/W,N/S,UP/DOWN)
// This rotates the spray in a circle, not the particles
float life = 0; // Time from Start to Stop to emit Particles
// Script variables
integer flags;
updateParticles()
{
// PARTICLE TARGETTING WITHIN LINKED OBJECTS
// In an object composed of multiple prims they are assigned a specific number // based on the order in which they were linked. Particles can be targetted to a
// specific link number by simply removing the // from the line below this
// paragraph and putting the link number in the ( )'s
//target = llGetLinkKey(0);
// eg.: target = llGetLinkKey(7);
// use the link-num identifier script to get an objects number, IM me for that
// script if you don't have one.
// // DO NOT CHANGE ANY OF THESE FLAGS, THE PARTICLES WILL NOT FUNCTION // //
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_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
//THE ACTUAL SCRIPT, NOT FOR BEGINNER MODIFICATION//
default
{
state_entry()
{
updateParticles();
// To Set the Particles to start every few seconds requires a timer, this is
// Commented out below, to use this timer you must place // in front of the
// updateParticles(); line above and remove the // from all lines below this
// paragraph, further llSetTimerEvent(0); 0 = the number of seconds per start
// llSetTimerEvent(0);
// }
// timer()
// {
// updateParticles();
}
}// END //