Push All Scripts

This commit is contained in:
Fred Beckhusen
2015-08-07 10:38:47 -05:00
parent 2ad9795428
commit ce47ec2f3e
8079 changed files with 2442776 additions and 0 deletions

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

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<Project name="Automatic_GIF_to_SL_script" guid="d8ae98d8-6c00-1014-b904-200204c60a89">
<Object name="Object" guid="d8ae99d6-6c00-1014-b904-200204c60a89">
<Script name="Automatic_GIF_to_SL_script_1.lsl" guid="d8aeb90f-6c00-1014-b904-200204c60a89">
</Script>
</Object>
</Project>

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// :SHOW:
// :CATEGORY:Special Effects
// :NAME:Automatic_GIF_to_SL_script
// :AUTHOR:Ferd Frederix
// :KEYWORDS:
// :CREATED:2011-06-21 20:30:18.273
// :EDITED:2015-06-11 13:36:18
// :ID:67
// :NUM:94
// :REV:2.0
// :WORLD:Second Life
// :DESCRIPTION:
// DESCRIPTION: Automatic_GIF_to_SL_script
// :CODE:
// Put any texture converted by gif_2_SL_animation_v0.6.exe into a prim with this script to get it to play back automatically as a movie
// Revisions: V2 6-7-2015 remove all anims on reset
integer animOn = TRUE; //Set to FALSE and call initAnim() again to stop the animation.
//Effect parameters: (can be put in list together, to make animation have all of said effects)
//LOOP - loops the animation
//SMOOTH - plays animation smoothly
//REVERSE - plays animation in reverse
//PING_PONG - plays animation in one direction, then cycles in the opposite direction
list effects = [LOOP]; // LOOP for GIF89 movies
//Movement parameters (choose one):
//ROTATE - Rotates the texture
//SCALE - Scales the texture
//Set movement to 0 to slide animation in the X direction, without any special movement.
integer movement = 0;
integer face = ALL_SIDES; //Number representing the side to activate the animation on.
integer sideX = 1; //Represents how many horizontal images (frames) are contained in your texture.
integer sideY = 1; //Same as sideX, except represents vertical images (frames).
float start = 0.0; //Frame to start animation on. (0 to start at the first frame of the texture)
float length = 0.0; //Number of frames to animate, set to 0 to animate all frames.
float speed = 10.0; //Frames per second to play.
initAnim() //Call this when you want to change something in the texture animation.
{
if(animOn)
{
integer effectBits;
integer i;
for(i = 0; i < llGetListLength(effects); i++)
{
effectBits = (effectBits | llList2Integer(effects,i));
}
integer params = (effectBits|movement);
llSetTextureAnim(ANIM_ON|params,face,sideX,sideY, start,length,speed);
}
else
{
llSetTextureAnim(0,face,sideX,sideY, start,length,speed);
}
}
fetch()
{
string texture = llGetInventoryName(INVENTORY_TEXTURE,0);
llSetTexture(texture,face);
list data = llParseString2List(texture,[";"],[]);
llOwnerSay( llDumpList2String(data ,","));
string X = llList2String(data,1);
string Y = llList2String(data,2);
string Z = llList2String(data,3);
// llOwnerSay("X=" + X + " Y=" + Y + " Z = " + (string) Z);
sideX = (integer) X;
sideY = (integer) Y;
speed = (float) Z;
if (speed)
initAnim();
}
default
{
state_entry()
{
llSetTextureAnim(FALSE, face, 0, 0, 0.0, 0.0, 1.0); // V2 - remove all anims
fetch();
}
changed(integer what)
{
if (what & CHANGED_INVENTORY)
{
fetch();
}
}
}

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