removed useless _ folders

This commit is contained in:
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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<Solution name="Changing_walls_via_command">
<Project name="Changing_walls_via_command" path="Changing_walls_via_command\Changing_walls_via_command.prj" active="true"/>
</Solution>

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<Project name="Changing_walls_via_command" guid="D7FB2A27-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D7FB2B1E-6C00-1014-B904-200204C60A89">
<Script name="Changing_walls_via_command_1.lsl" guid="D7FB6AE4-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Changing_walls_via_command_2.lsl" guid="D7FB9E19-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Changing_walls_via_command_3.lsl" guid="D7FBBB87-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Changing_walls_via_command_4.lsl" guid="D7FBD164-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:Walls
// :NAME:Changing_walls_via_command
// :AUTHOR:Ariane Brodie
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:50
// :ID:165
// :NUM:233
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Just drop a script into each floor, wall or ceiling prim, and type commands on the /10 channel. You can read the scripts to see what the commands are, note you can handle the floor walls and roof separately or together. It is easy to add your own commands and textures if you want.
//
// Commands: Use "/10 command" to send
// black, grid, glass, wood, dirt, grass, white, rock, mountain, hide
// to affect just floor add "floor" to the end with no spaces, i.e. blackfloor, gridfloor...
// to affect just walls add "walls" to the end
// to affect just roof add "roof" to the end
// :CODE:
(bonus command "phantom" will cause anyone on the roof to fall into the house, "solid" reverses it.)
integer Handle;
default {
state_entry() {
Handle = llListen(5, "", NULL_KEY, ""); // start listening
}
touch_start(integer total_number) {
// when touched...
llListenControl(Handle, TRUE); // ...enable listen
}
listen(integer channel, string name, key id, string message) {
// when told "off"...
if (message == "off") {
llListenControl(Handle, FALSE);
}
else {
if (message == "black" || message == "blackroof")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <0, 0, 0>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "5748decc-f629-461c-9a36-a35a221fe21f", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "grid" || message == "gridroof")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "aebd4b83-6aea-b0ec-734c-f2c5e16c661a", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "glass" || message == "glassroof")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "5b2eb7d3-2e83-7a3e-d944-8baa3f971fec", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "wood" || message == "woodroof")
llSetPrimitiveParams([

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// :CATEGORY:Walls
// :NAME:Changing_walls_via_command
// :AUTHOR:Ariane Brodie
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:50
// :ID:165
// :NUM:234
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Wall script (bonus command "light" makes all your walls glow, "dark" reverses it.)
// :CODE:
integer Handle;
default {
state_entry() {
Handle = llListen(5, "", NULL_KEY, ""); // start listening
}
touch_start(integer total_number) {
// when touched...
llListenControl(Handle, TRUE); // ...enable listen
}
listen(integer channel, string name, key id, string message) {
// when told "off"...
if (message == "off") {
llListenControl(Handle, FALSE);
}
else {
if (message == "black" || message == "blackwalls")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <0, 0, 0>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "5748decc-f629-461c-9a36-a35a221fe21f", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "grid" || message == "gridwalls")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "aebd4b83-6aea-b0ec-734c-f2c5e16c661a", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "glass" || message == "glasswalls")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "5b2eb7d3-2e83-7a3e-d944-8baa3f971fec", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "wood" || message == "woodwalls")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "89556747-24cb-43ed-920b-47caed15465f", <1,1,0>, <0.0,0.0,0>, 0.0]);
if (message == "dirt" || message == "dirtwalls")
llSetPrimitiveParams([
PRIM_COLOR, ALL_SIDES, <255, 255, 255>, 1.0,
PRIM_TEXTURE, ALL_SIDES, "0bc58228-74a0-7e83-89bc-5c23464bcec5", <1,1,0>, <0.0,0.0,0>, 0.0]);

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// :CATEGORY:Walls
// :NAME:Changing_walls_via_command
// :AUTHOR:Ariane Brodie
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:50
// :ID:165
// :NUM:235
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Floor Script (bonus command "miston" covers your floor with fog, "mistoff" turns the fog machines off)
// :CODE:
// Dynamic floors, change textures with a simple command
// By Ariane Brodie
// Particle system by
integer Handle;
//start of Mist routine data
// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = TRUE; // 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 = TRUE; // 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_EXPLODE;
// 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 = "self";
// Particle paramaters
float age = 20; // Life of each particle
float maxSpeed = 3; // Max speed each particle is spit out at
float minSpeed = 2; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.2; // Start alpha (transparency) value
float endAlpha = 0.5; // 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 = <1.5,1.5,1.5>; // Start size of particles
vector endSize = <0.5,0.5,0.5>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,-1>; // Force pushed on particles
// System paramaters
float rate = .2; // How fast (rate) to emit particles
float radius = 3; // Radius to emit particles for BURST pattern
integer count = 999; // How many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <1,2,3>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
default {
state_entry() {
Handle = llListen(10, "", NULL_KEY, ""); // start listening on channel 10
//particle initialization
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;
}
touch_start(integer total_number) {
// when touched...
llListenControl(Handle, TRUE); // ...enable listen
}

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// :CATEGORY:Walls
// :NAME:Changing_walls_via_command
// :AUTHOR:Ariane Brodie
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:50
// :ID:165
// :NUM:236
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Door Script - Behaves like normal wall most of the time, but command "open" moves the wall like a garage door which automatically closes 10 seconds later.
// :CODE:
//garage door script x-axis version
//use on a wall 10x0.01x10 facing the y-axis
//by Ariane Brodie
integer Handle;
integer DOORCOUNT = 11;
integer WAITTIME = 100;
integer n = 0;
default {
state_entry() {
Handle = llListen(10, "", NULL_KEY, ""); // start listening
}
touch_start(integer total_number) {
// when touched...
llListenControl(Handle, TRUE); // ...enable listen
}
timer() {
n++;
if (n < DOORCOUNT) {
rotation x_10 = llEuler2Rot( <0, 9 * DEG_TO_RAD, 0> );//for y-axis door switch x and y values
vector currentPos = llGetPos();
vector newPos = llGetPos() + <.5, 0, .5>; //for y-axis door switch x and y values
rotation new_rot = llGetRot() * x_10;
llSetRot(new_rot);
llSetPos(newPos);
}
else {
if (n > (DOORCOUNT+WAITTIME) && n < (2*DOORCOUNT+WAITTIME)) {
rotation x_r10 = llEuler2Rot( <0, -9 * DEG_TO_RAD, 0> );//for y-axis door switch x and y values
vector currentPos = llGetPos();
vector newPos = llGetPos() - <.5, 0, .5>; //for y-axis door switch x and y values
rotation new_rot = llGetRot() * x_r10;
llSetRot(new_rot);
llSetPos(newPos);
}
else {
if (n > (2*DOORCOUNT+WAITTIME)) {
llSetTimerEvent(0);
n = 0;
}
}
}
}
listen(integer channel, string name, key id, string message) {
// when told "off"...
if (message == "off") {
llListenControl(Handle, FALSE);
}
else {