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="Command_Bubbles">
<Project name="Command_Bubbles" path="Command_Bubbles\Command_Bubbles.prj" active="true"/>
</Solution>

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<Project name="Command_Bubbles" guid="D701B366-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D701B46E-6C00-1014-B904-200204C60A89">
<Script name="Command_Bubbles_1.lsl" guid="D701E4F9-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:Particles
// :NAME:Command_Bubbles
// :AUTHOR:Mike Zidane
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:51
// :ID:199
// :NUM:272
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Command Bubbles.lsl
// :CODE:
// Particle Script by Mike Zidane
// Do what you want with this, but keep it free and post your changes to the boards.
// Give this effect a name, and when it hears it's name called via linkmessage,
// it will wait for START_DELAY to expire, then then fire.
// Define your effect in the define_effect() function.
// Seagel Neville modified this touch control to listen control.
string EFFECT_NAME = "bubbles";
float START_DELAY = 0;
//Don't muck around with the declarations.
///////////////////////////////////////////////////////////////////////////////
integer flags;
integer we_want_the_particle_to_glow;
integer we_want_the_particle_to_bounce;
integer we_want_the_particle_to_change_color;
integer we_want_the_particle_to_change_size;
integer we_want_the_particle_to_follow_wind;
integer we_want_the_particle_to_follow_its_source;
integer we_want_the_particle_to_spin_as_it_turns;
key we_want_the_effect_to_move_towards;
float we_want_each_particle_to_last_for;
float the_fastest_particles_will_be_ejected_at;
float the_slowest_particles_will_be_ejected_at;
string each_particle_should_have_this_texture;
float when_a_particle_is_created_it_will_have_an_alpha_value_of;
float and_then_it_will_gradually_shift_to_an_alpha_value_of;
vector when_a_particle_is_created_it_will_have_a_color_value_of;
vector and_then_it_will_gradually_shift_to_a_color_value_of;
vector new_particles_start_at_this_size;
vector and_change_to_this_size;
vector apply_this_constant_force_to_our_particles;
float we_want_to_create_new_particles_every;
float create_new_particles_this_far_from_the_prim;
integer create_this_number_of_particles_at_a_time;
float particles_should_fan_out_this_wide;
float spin_the_fan_this_far_around_the_center_of_the_emitter;
vector the_emmitter_will_spin_at_this_rate;
float the_emmitter_will_create_particles_for_this_long;
integer burst = PSYS_SRC_PATTERN_EXPLODE;
integer none = PSYS_SRC_PATTERN_DROP;
integer empty_cone = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY;
integer cone = PSYS_SRC_PATTERN_ANGLE_CONE;
integer fan = PSYS_SRC_PATTERN_ANGLE;
integer we_want_the_effect_to_be_shaped_like_a;
//Don't muck around with the functions either.
float randBetween(float min, float max)
{
return llFrand(max - min) + min;
}
wait_for(float delay)
{
llSleep(delay);
}
//except this one. This is where you do your thing.
define_effect()
{
we_want_the_particle_to_glow = FALSE;
we_want_the_particle_to_bounce = FALSE;
we_want_the_particle_to_change_color = FALSE;
we_want_the_particle_to_change_size = TRUE;
we_want_the_particle_to_follow_wind = TRUE;
we_want_the_particle_to_follow_its_source = FALSE;
we_want_the_particle_to_spin_as_it_turns = TRUE;
we_want_the_effect_to_be_shaped_like_a = cone
// burst
// empty_cone
// cone
// fan
// none (= DROP)
;
we_want_the_effect_to_move_towards = ""; //(use a key,self,or owner inside the quotes)
we_want_each_particle_to_last_for = 10.0; //seconds.
the_fastest_particles_will_be_ejected_at = 0.750; // meters per second.
the_slowest_particles_will_be_ejected_at = 0.250; // meters per second.
each_particle_should_have_this_texture = "fda6b800-b2c5-e859-5c1a-27a88457f7df";
//(a key is preferred here. use "" for none.)
when_a_particle_is_created_it_will_have_an_alpha_value_of = 0.5;
//(0.0 is transparent, 1.0 is opaque.)
and_then_it_will_gradually_shift_to_an_alpha_value_of = 0.1;
//over the life of the particle.
when_a_particle_is_created_it_will_have_a_color_value_of = <1.0,1.0,1.0>;
and_then_it_will_gradually_shift_to_a_color_value_of = <1.0,1.0,1.0>;
//over the life of the particle.
new_particles_start_at_this_size = <0.1,0.1,0.1>;
and_change_to_this_size = <0.25,0.25,0.25>;
//over the life of the particle.
apply_this_constant_force_to_our_particles = <0.0,0.0,0.0005>;
we_want_to_create_new_particles_every = 0.1; //seconds.
create_new_particles_this_far_from_the_prim = 0.0; //for burst patterns only.
create_this_number_of_particles_at_a_time = 2;
//for angle patterns,
particles_should_fan_out_this_wide = 0; //in radians
spin_the_fan_this_far_around_the_center_of_the_emitter = 0; //,also in radians.
the_emmitter_will_spin_at_this_rate = <0,0,0>;
the_emmitter_will_create_particles_for_this_long = 2; //in seconds
}
//definitely definitely do not mess with this.
update_particle_effect()
{
flags = 0;
if (we_want_the_effect_to_move_towards == "owner") we_want_the_effect_to_move_towards = llGetOwner();
if (we_want_the_effect_to_move_towards == "self") we_want_the_effect_to_move_towards = llGetKey();
if (we_want_the_particle_to_glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (we_want_the_particle_to_bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (we_want_the_particle_to_change_color) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (we_want_the_particle_to_change_size) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (we_want_the_particle_to_follow_wind) flags = flags | PSYS_PART_WIND_MASK;
if (we_want_the_particle_to_follow_its_source) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (we_want_the_particle_to_spin_as_it_turns) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (we_want_the_effect_to_move_towards != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,we_want_each_particle_to_last_for,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, when_a_particle_is_created_it_will_have_a_color_value_of,
PSYS_PART_END_COLOR, and_then_it_will_gradually_shift_to_a_color_value_of,
PSYS_PART_START_SCALE,new_particles_start_at_this_size,
PSYS_PART_END_SCALE,and_change_to_this_size,
PSYS_SRC_PATTERN, we_want_the_effect_to_be_shaped_like_a,
PSYS_SRC_BURST_RATE,we_want_to_create_new_particles_every,
PSYS_SRC_ACCEL, apply_this_constant_force_to_our_particles,
PSYS_SRC_BURST_PART_COUNT,create_this_number_of_particles_at_a_time,
PSYS_SRC_BURST_RADIUS,create_new_particles_this_far_from_the_prim,
PSYS_SRC_BURST_SPEED_MIN,the_slowest_particles_will_be_ejected_at,
PSYS_SRC_BURST_SPEED_MAX,the_fastest_particles_will_be_ejected_at,
PSYS_SRC_TARGET_KEY,we_want_the_effect_to_move_towards,
PSYS_SRC_INNERANGLE,spin_the_fan_this_far_around_the_center_of_the_emitter,
PSYS_SRC_OUTERANGLE,particles_should_fan_out_this_wide,
PSYS_SRC_OMEGA, the_emmitter_will_spin_at_this_rate,
PSYS_SRC_MAX_AGE, the_emmitter_will_create_particles_for_this_long,
PSYS_SRC_TEXTURE, each_particle_should_have_this_texture,
PSYS_PART_START_ALPHA, when_a_particle_is_created_it_will_have_an_alpha_value_of,
PSYS_PART_END_ALPHA, and_then_it_will_gradually_shift_to_an_alpha_value_of
]);
}
integer RUNNING = FALSE;
start_particle_effect()
{
RUNNING = TRUE;
define_effect();
update_particle_effect();
}
clear_the_effect()
{
RUNNING = FALSE;
llParticleSystem([]);
}
default
{
// The followings are original.
// state_entry()
// {
// clear_the_effect();
// }
//
// on_rez(integer NOT_USED)
// {
// clear_the_effect();
// }
//
// touch_start(integer NOT_USED)
// {
// start_particle_effect();
// }
// Seagel changed here.
state_entry()
{
clear_the_effect();
llListen( 0, "", NULL_KEY, "" );
}
on_rez(integer NOT_USED)
{
clear_the_effect();
}
listen( integer channel, string name, key id, string message )
{
if ( message == "Mmmm" )
{
start_particle_effect();
}
}
// That's all.
link_message(integer NoT_USED, integer NOt_USED, string the_passed_name, key NOT_uSED)
{
if (the_passed_name == EFFECT_NAME)
{
if (RUNNING == FALSE)
{
wait_for(START_DELAY);
start_particle_effect();
}
else
{
clear_the_effect();
}
}
}
}// END //