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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<Project name="Door_class_Script" guid="D711E082-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D711E16D-6C00-1014-B904-200204C60A89">
<Script name="Door_class_Script_1.lsl" guid="D711FE0E-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>

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// :CATEGORY:Door
// :NAME:Door_class_Script
// :AUTHOR:Anonymous
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:52
// :ID:251
// :NUM:342
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Door (class Script).lsl
// :CODE:
rotation interval;
float strength;
integer i = 0;
default
{
state_entry()
{
vector pos = llGetPos();//sets pos at where object is made
llMoveToTarget(pos,0.1);//pos is where to move to,,,0.1 is how fast it'll get there
llSetStatus(STATUS_PHYSICS,TRUE);//for enabling physics (putting this after the 11movetotarget allows us not to use the 11sleep call
strength = llGetMass();//Nada Epoch says,and now, there is a nice c all that will get you the mass without having to use physics equation s to get it
}
touch_start(integer total_number)//everything in the { } below the touch_ start gets done (read) when you touch the object
{
i++;//Nada Epoch says, i thought origianly you could use the integer total_number, but, that only keeps track of how many avatars touch it , not how many times it gets touched, so to make the counter increment by one put in....same as saying i=i+1
interval=llEuler2Rot(<0,0,i*PI/6>);//in the (< and >) the first three components are the axis of rotation and the last one is the actual angle, the vector that is inside the ll Euler2Rot call is a representation of how the object is rotated, so we want it to rotate 0 about the x axis, 0 about the y axis, and 30 degrees about the z, PI is 180 degrees, so PI/6 is 30---that means that we are multipling 30 degrees times the number of times the object has been touched........ ok so what the llEuler2Rot does is it translates a the angles from the euler axis, to a rotation
llRotLookAt(interval,(strength)/20,strength/20);//this is telling the object to rotate to the specific rotation "interval" over time "strength/20", with force "strength/2" the scripting doc says that good forcevalues are half of the mass, and good time values are one tenth of the force. The force causes a torque which moves the object to the specified rotation
}
}
// END //