removed useless _ folders
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238
Particle to Viictim/Particle to Victim/Object/Script.lsl
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238
Particle to Viictim/Particle to Victim/Object/Script.lsl
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// :CATEGORY:Particle
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// :NAME:Particle to Viictim
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// :AUTHOR:Ferd Frederix
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// :KEYWORDS:
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// :CREATED:2014-04-04 22:02:10
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// :EDITED:2014-04-04
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// :ID:1033
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// :NUM:1609
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// :REV:1
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Makes particles nto a weapon. Shoots them at avatars you choose from a menu
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// :CODE:
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string texture;
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updateParticles(key target)
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{
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// MASK FLAGS: set to "TRUE" to enable
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integer glow = FALSE; // Makes the particles glow
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integer bounce = FALSE; // Make particles bounce on Z plane of objects
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integer interpColor = TRUE; // Color - from start value to end value
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integer interpSize = TRUE; // Size - from start value to end value
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integer wind = FALSE; // Particles effected by wind
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integer followSource = TRUE; // Particles follow the source
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integer followVel = TRUE; // Particles turn to velocity direction
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// Choose a pattern from the following:
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// PSYS_SRC_PATTERN_EXPLODE
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// PSYS_SRC_PATTERN_DROP
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// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
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// PSYS_SRC_PATTERN_ANGLE_CONE
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// PSYS_SRC_PATTERN_ANGLE
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integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY;
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// PSYS_SRC_PATTERN_EXPLODE;
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// PARTICLE PARAMETERS
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float age = 5; // Life of each particle
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float maxSpeed = 1.0; // Max speed each particle is spit out at
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float minSpeed = 1.0; // Min speed each particle is spit out at
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float startAlpha = 1.0; // Start alpha (transparency) value
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float endAlpha = 1.0; // End alpha (transparency) value
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vector startColor = <1.0,1.0,1.0>; // Start 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> (if interpColor == TRUE)
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vector startSize = <1.0,1.0,1.0>; // Start size of particles
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vector endSize = <1.0,1.0,1.0>; // End size of particles (if interpSize == TRUE)
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vector push = <1.0,0.0,0.0>; // Force pushed on particles
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// SYSTEM PARAMETERS
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float rate = .1; // How fast (rate) to emit particles
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float radius = 0.75; // Radius to emit particles for BURST pattern
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integer count = 10; // How many particles to emit per BURST
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float outerAngle = TWO_PI; // Outer angle for all ANGLE patterns PI/4
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float innerAngle = 0.5; // Inner angle for all ANGLE patterns
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vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
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float life = 5; // Life in seconds for the system to make particles
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// SCRIPT VARIABLES
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integer flags;
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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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// Multi-Page Dialog Menu System
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// Omei Qunhua December 2013
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integer gActionsPerPage = 9; // Number of action choice buttons per menu page (must be 1 to 10, or 12)
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list gListActions ;
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list gListKeys;
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// ========================================================================================================
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integer gTotalActions;
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integer gPage; // Current dialog page number (counting from zero)
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integer gMaxPage; // Highest page number (counting from zero)
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integer gChan; // Channel used for dialog communications.
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key gUser; // Current user accessing the dialogs
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BuildDialogPage(key user)
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{
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// Build a dialog menu for current page for given user
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integer start = gActionsPerPage * gPage; // starting offset into action list for current page
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// set up scrolling buttons as needed
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list buttons = [ "<<", " ", ">>" ];
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if (gActionsPerPage == 10) buttons = [ "<<", ">>" ];
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else if (gActionsPerPage > 10) buttons = []; // No room for paging buttons
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// 'start + gActionsPerPage -1' might point beyond the end of the list -
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// - but LSL stops at the list end, without throwing a wobbly
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buttons += llList2List(gListActions, start, start + gActionsPerPage - 1);
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llDialog(user, "\nPage " + (string) (gPage+1) + " of " + (string) (gMaxPage + 1) + "\n\nChoose an action", buttons, gChan);
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llSetTimerEvent(60); // If no response in time, return to 'ready' state
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}
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default
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{
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state_entry()
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{
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texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
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gTotalActions = llGetListLength(gListActions);
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// Validate 'ActionsPerPage' value
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if (gActionsPerPage < 1 || gActionsPerPage > 12)
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{
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llOwnerSay("Invalid 'gActionsPerPage' - must be 1 to 12");
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return;
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}
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// Compute number of menu pages that will be available
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gMaxPage = (gTotalActions - 1) / gActionsPerPage;
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if (gActionsPerPage > 10)
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{
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gMaxPage = 0;
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if (gTotalActions > gActionsPerPage)
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{
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llOwnerSay("Too many actions in total for this setting");
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return;
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}
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}
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// Compute a negative communications channel based on prim UUID
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gChan = 0x80000000 | (integer) ( "0x" + (string) llGetKey() );
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state ready;
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}
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}
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state ready
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{
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touch_start(integer total_number)
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{
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gUser = llDetectedKey(0);
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llSensor("","",AGENT,25.0,TWO_PI); // seek out a person
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}
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sensor(integer n)
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{
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integer i;
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gListKeys = [];
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gListActions = [];
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for ( i = 0; i < n; i++)
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{
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gListActions += llDetectedName(i);
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gListKeys += llDetectedKey(i);
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}
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state busy;
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// Changing state sets the application to a busy condition while one user is selecting from the dialogs
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// In the event of multiple 'simultaneous' touches, only one user will get a dialog
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}
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no_sensor()
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{
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llOwnerSay("No one is near you, range is set at max of 25 meters");
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}
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}
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state busy
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{
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state_entry()
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{
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llListen(gChan, "", gUser, ""); // This listener will be used throughout this state
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gPage = 0;
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BuildDialogPage(gUser); // Show Page 0 dialog to current user
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}
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listen (integer chan, string name, key id, string msg)
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{
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if (msg == "<<" || msg == ">>") // Page change ...
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{
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if (msg == "<<") --gPage; // Page back
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if (msg == ">>") ++gPage; // Page forward
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if (gPage < 0) gPage = gMaxPage; // cycle around pages
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if (gPage > gMaxPage) gPage = 0;
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BuildDialogPage(id);
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return;
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}
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if (msg != " ") // no action on blank menu button
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{
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// User has selected a person from the menu
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integer idx = llListFindList(gListActions,[msg]) ;
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if ( idx > -1)
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{
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key aviKey = llList2Key(gListKeys,idx); // get the corresponding key
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updateParticles(aviKey);
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llOwnerSay("Sending particles to " + msg + " key: " + (string) aviKey);
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}
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}
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state ready; // changing state will release ANY and ALL open listeners
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}
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timer()
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{
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llOwnerSay("Too slow, menu cancelled");
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state ready;
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}
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state_exit()
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{
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llSetTimerEvent(0); // would be dangerous to leave a dormant timer
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}
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}
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