Estarei postando alguns scripts básicos que muitas vezes auxiliam bastante em algumas situações. Detalhe os scripts propriamente dito estão pintados de vermelhos e que deverão ser levados na integra no in-world:
// Change the text inside of "TEXT GOES HERE" to whatever you please.
// The <1.0,1.0,1.0> is the color the text will show in Float form, 1.0,1.0,1.0
// being WHITE while, 0.0, 0.0, 0.0 is BLACK this is all in RGB (Red, Green, Blue).
// experiement with combinations to get different colors.
// The 1 at the end sets the text's transparency, 1.0 being SOLID, while 0 would be clear,
// and .5 would be half way between clear and solid.
default
{
state_entry()
{
llSetText("TEXT GOES HERE", <1.0,1.0,1.0>, 1);
}
}
key owner;
default
{
state_entry()
{
owner = llGetOwner();
}
touch_start(integer total_number)
{
integer i;
for (i=0;i<total_number;i++)
{
key target = llDetectedKey(i);
if ( (target != owner) && (owneronly == 1) ) // person clicking isn't owner and owneronly is set;
{
llInstantMessage(target,"Sorry, only the owner is allowed to get my contents.");
return;
}
list inventory_types = [INVENTORY_LANDMARK, INVENTORY_NOTECARD];
integer inventory_count = llGetListLength(inventory_types);
integer j;
integer k;
integer type;
integer typecount;
string myname = llGetScriptName();
string objectname;
for (j=0; j<inventory_count;j++)
{
type = llList2Integer(inventory_types,j); // get the next inventory type from the list
typecount = llGetInventoryNumber(type); // how many of that kind of inventory is in the box?
if (typecount > 0)
{
for (k=0; k<typecount;k++)
{
objectname = llGetInventoryName(type,k);
if (objectname != myname) // don't give self out so the user doesn't get thousand copies.
{
// llGiveInventory(target,objectname);
llGiveInventory(target,objectname);
}
}
}
}
}
}
}
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = FALSE; // Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";
// Particle paramaters
float age = 100; // Life of each particle
float maxSpeed = 0.4; // Max speed each particle is spit out at
float minSpeed = 0.4; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.1,.1,.1>; // Start size of particles
vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,-0.03>; // Force pushed on particles
// System paramaters
float rate = .01; // How fast (rate) to emit particles
float radius = .1; // Radius to emit particles for BURST pattern
integer count = 10; // How many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <0,0,10>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
}
}
{
state_entry()
{
llSay(0, "Touch me and I'll die. Try me if you dare!!");
}
touch_start(integer total_number)
{
llSay(0, "Touched.");
llSetPrimitiveParams([PRIM_TEMP_ON_REZ, TRUE]); // if touched I die in 60-70 secs and will not leave a trace
llSay(0, "Give me 60 seconds to die. Thank you for your patience.");
}
}
- Coloque um texto em cima de um objeto.Detalhe o script que criará no second life :
// Change the text inside of "TEXT GOES HERE" to whatever you please.
// The <1.0,1.0,1.0> is the color the text will show in Float form, 1.0,1.0,1.0
// being WHITE while, 0.0, 0.0, 0.0 is BLACK this is all in RGB (Red, Green, Blue).
// experiement with combinations to get different colors.
// The 1 at the end sets the text's transparency, 1.0 being SOLID, while 0 would be clear,
// and .5 would be half way between clear and solid.
default
{
state_entry()
{
llSetText("TEXT GOES HERE", <1.0,1.0,1.0>, 1);
}
}
- Script que permite que ao tocar um objeto criado por você seja entregue notcard e landmark
key owner;
default
{
state_entry()
{
owner = llGetOwner();
}
touch_start(integer total_number)
{
integer i;
for (i=0;i<total_number;i++)
{
key target = llDetectedKey(i);
if ( (target != owner) && (owneronly == 1) ) // person clicking isn't owner and owneronly is set;
{
llInstantMessage(target,"Sorry, only the owner is allowed to get my contents.");
return;
}
list inventory_types = [INVENTORY_LANDMARK, INVENTORY_NOTECARD];
integer inventory_count = llGetListLength(inventory_types);
integer j;
integer k;
integer type;
integer typecount;
string myname = llGetScriptName();
string objectname;
for (j=0; j<inventory_count;j++)
{
type = llList2Integer(inventory_types,j); // get the next inventory type from the list
typecount = llGetInventoryNumber(type); // how many of that kind of inventory is in the box?
if (typecount > 0)
{
for (k=0; k<typecount;k++)
{
objectname = llGetInventoryName(type,k);
if (objectname != myname) // don't give self out so the user doesn't get thousand copies.
{
// llGiveInventory(target,objectname);
llGiveInventory(target,objectname);
}
}
}
}
}
}
}
- Produza neve no second life:
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = FALSE; // Particles follow the source
integer followVel = FALSE; // Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";
// Particle paramaters
float age = 100; // Life of each particle
float maxSpeed = 0.4; // Max speed each particle is spit out at
float minSpeed = 0.4; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.1,.1,.1>; // Start size of particles
vector endSize = <.1,.1,.1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,-0.03>; // Force pushed on particles
// System paramaters
float rate = .01; // How fast (rate) to emit particles
float radius = .1; // Radius to emit particles for BURST pattern
integer count = 10; // How many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <0,0,10>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
}
}
- Script de "matar" prim. Coloque ele dentro de um prime que desaparecerá em cerca de 60 segundos e será excluídos da sua pasta achados e perdidos.
{
state_entry()
{
llSay(0, "Touch me and I'll die. Try me if you dare!!");
}
touch_start(integer total_number)
{
llSay(0, "Touched.");
llSetPrimitiveParams([PRIM_TEMP_ON_REZ, TRUE]); // if touched I die in 60-70 secs and will not leave a trace
llSay(0, "Give me 60 seconds to die. Thank you for your patience.");
}
}
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