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