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

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// :CATEGORY:Sensor
// :NAME:Script_controller
// :AUTHOR:Beer Dailey
// :CREATED:2010-12-27 12:34:11.310
// :EDITED:2013-09-18 15:39:01
// :ID:722
// :NUM:987
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Ever since I noticed that many sims contain 1000's of wonderful objects with fancy effects and 1000's active scripts that use valuable simresources while no-one is around to enjoy it, I wanted to script something simple to offload those resources and give the visitor a better experience.
//
// That's why I made this little script: '1st necessity of SL' that could and should be used in any project that doesn't need to be active all the time.
// :CODE:
// Improve SecondLife's performance!
// Start with your own(ned) modifyable scripts/objects.
//
// This will disable your rootprim's script(s) when no-one is around to use/admire it
// thus stop wasting valuable sim-resources
//
// Measured script time is 0.002 ms on average.
//
// - don't use it for rental stuff or sorts, not everything is suitable -
//
// Free to use, please use it. Improvements are welcome.
// // Thank you Norton Burns for the testing and feedback :)
//
// Beer Dailey
//
// Don't reset this script or take it back in inventory when you're not within the set distance
// or you'll get unpredictable results !!
//
// modify below to suit your needs
//////////////////////////////////
float distance = 48; // scan range
integer delay = 10; // repeat scan every 10 seconds.
// added
// (gnore specific scripts, some scripts need to be off after initial setups
// There's a bug that resets scripts in off state after a sim restart, so when activated again they re-initialise.
// I've no fix for that.
//
list ignore_scripts = ["major script", "even worse script"];
integer debug = FALSE; // for debugging purposes, set it to TRUE to see what it's controlling
//////////////////////////////////////
// no need to modify the code below //
//////////////////////////////////////
integer g_active = FALSE; // if FALSE disable all other scripts
// changed TRUE into FALSE cos of some bug with rezzing, thank you LordGregGreg Back :)
list control_scripts; // list for all scriptnames
active_scripts( integer active )
{
if(g_active == active) return; else g_active = active; //flip TRUE/FALSE
integer a;
for ( a = 0; a < llGetListLength(control_scripts); a++)
{
llSetScriptState(llList2String(control_scripts, a), g_active); //(de)activate scripts
}
if (debug) llOwnerSay("Changed: " + llList2CSV(control_scripts) + " to: " + (string)g_active );

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<Project name="Script_controller" guid="D88E07C7-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D88E08F6-6C00-1014-B904-200204C60A89">
<Script name="Script_controller_1.lsl" guid="D899C0DD-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>