Rakis Heron @Rakis

Opensim Hyper Grid Offline

Give and take is opensim.


Red pulsar flashing light

// Rakis Heron @ yeali.outworldz.net:8002<br />
// <br />
// The red pulsar creates slow, red, flashing light effect.<br />
//<br />
// Red pulsar flashing light<br />
default {<br />
state_entry() {<br />
llParticleSystem<br />
([<br />
PSYS_PART_FLAGS,<br />
PSYS_PART_INTERP_COLOR_MASK|<br />
PSYS_PART_FOLLOW_SRC_MASK|<br />
PSYS_PART_EMISSIVE_MASK, PSYS_SRC_PATTERN,<br />
PSYS_SRC_PATTERN_ANGLE_CONE,<br />
PSYS_SRC_INNERANGLE, 0.0,<br />
PSYS_SRC_OUTERANGLE, 0.1,<br />
PSYS_SRC_BURST_SPEED_MIN, 0.0,<br />
PSYS_SRC_BURST_SPEED_MAX, 0.0,<br />
PSYS_SRC_BURST_RADIUS, 0.0,<br />
PSYS_SRC_BURST_PART_COUNT, 5,<br />
PSYS_SRC_BURST_RATE, 2.0,<br />
PSYS_PART_MAX_AGE, 1.0,<br />
PSYS_PART_START_SCALE, <50,50,50>, // light size<br />
PSYS_PART_START_COLOR, <1,0.2,0.2>,<br />
PSYS_PART_END_COLOR, <1,0,0>,<br />
PSYS_PART_START_ALPHA, 1.0,<br />
PSYS_PART_END_ALPHA, 0.0<br />
]);<br />
}<br />
}

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Rain with on off switch

// Two scripts in same prim:<br />
<br />
// Script 1 the switch on off<br />
<br />
// Script name: Rain on off<br />
<br />
integer PLAY_SOUND = TRUE; // TRUE for a click-sound, FALSE for silent.<br />
string SOUND = "64319812-dab1-4e89-b1ca-5fc937b8d94a"; // a click sound<br />
string CONTROLLER_ID = "A"; // see more about CONTROL TEMPLATES at end.<br />
integer mode = 0; // keep track of whether particles are ON(1) or OFF(0).<br />
<br />
default {<br />
touch_start(integer total_number) {<br />
<br />
if ( PLAY_SOUND ) llPlaySound( SOUND, 1.0 ); <br />
<br />
mode = ! mode; // flip on to off, (or off to on).<br />
<br />
llMessageLinked( LINK_SET, mode, CONTROLLER_ID, NULL_KEY ); // send command<br />
<br />
}<br />
<br />
// Listen for other controllers sending ON/OFF commands and remember changes:<br />
<br />
link_message( integer sibling, integer num, string controller_id, key ignore ) {<br />
<br />
if ( controller_id != CONTROLLER_ID ) return; // this message is not for us.<br />
<br />
mode = num;<br />
<br />
}<br />
<br />
}<br />
<br />
// ####################### EOF ##########################<br />
<br />
<br />
// Script 2 the rain<br />
// Script name: Rain<br />
<br />
<br />
integer PLAY_SOUND = TRUE; // TRUE for a click-sound, FALSE for silent.<br />
string SOUND = "64319812-dab1-4e89-b1ca-5fc937b8d94a"; // a click sound<br />
string CONTROLLER_ID = "A"; // see more about CONTROL TEMPLATES at end.<br />
integer mode = 0; // keep track of whether particles are ON(1) or OFF(0).<br />
<br />
default {<br />
<br />
touch_start(integer total_number) {<br />
<br />
if ( PLAY_SOUND ) llPlaySound( SOUND, 1.0 ); <br />
<br />
mode = ! mode; // flip on to off, (or off to on).<br />
<br />
llMessageLinked( LINK_SET, mode, CONTROLLER_ID, NULL_KEY ); // send command<br />
<br />
}<br />
<br />
// Listen for other controllers sending ON/OFF commands and remember changes:<br />
<br />
link_message( integer sibling, integer num, string controller_id, key ignore ) {<br />
<br />
if ( controller_id != CONTROLLER_ID ) return; // this message is not for us.<br />
<br />
mode = num;<br />
}<br />
}<br />
<br />
// ####################### EOF ##########################

👍 4 like

0 comments

Fairy Stars div colours

// Fairy Stars div colours<br />
// Download script and items here:<br />
https://www.rakisworld.ch/downloads/FairyStars.zip&lt;br />
<br />
<br />
// Script name: Fairy Stars div colours.lsl<br />
<br />
// Rakis World, Rakis Heron @ yeali.outworldz.net:8002<br />
//<br />
// Script by RAKis - Rakis Heron<br />
// Particle Script 0.5<br />
// SL - 17-6-2004 <br />
<br />
integer on;<br />
<br />
particles(string texture)<br />
{<br />
// mask flags - set to TRUE (or 1) to enable<br />
integer bounce = 0; // Make particles bounce on Z plane of object<br />
integer glow = 1; // Make the particles glow<br />
integer interpColor = 0; // Go from start to end color<br />
integer interpSize = 1; // Go from start to end size<br />
integer followSource = 0; // Particles follow the source<br />
integer followVel = 1; // Particles turn to velocity direction<br />
integer wind = 0; // Particles affected by wind<br />
<br />
//pattern:<br />
//integer pattern = PSYS_SRC_PATTERN_ANGLE;<br />
//integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY;<br />
//integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;<br />
//integer pattern = PSYS_SRC_PATTERN_DROP;<br />
integer pattern = PSYS_SRC_PATTERN_EXPLODE;<br />
<br />
// Select a target for particles to go towards<br />
// "" for no target, "owner" will follow object owner<br />
// and "self" will target this object<br />
// or put the key of an object for particles to go to<br />
//key target = "";<br />
key target = "";<br />
//key target = "owner";<br />
<br />
// particle parameters<br />
float age = 5; // Life of each particle<br />
<br />
float maxSpeed = .1; // Max speed each particle is spit out at<br />
float minSpeed = .01; // Min speed each particle is spit out at<br />
<br />
<br />
float startAlpha = 1; // Start alpha (transparency) value<br />
float endAlpha = 1; // End alpha (transparency) value (if interpColor = TRUE)<br />
<br />
vector startColor = <1,1,1>; // Start color of particles <R,G,B><br />
vector endColor = <1,0,0>; // End color of particles <R,G,B> (if interpColor = TRUE)<br />
<br />
vector startSize = <.3,.3,0>; // Start size of particles <x,y><br />
vector endSize = <.1,.1,0>; // End size of particles (if interpSize == TRUE)<br />
<br />
vector push = <0,0,-.1>; // Force pushed on particles<br />
<br />
// system parameters<br />
float life = 0; // Life in seconds for the system to make particles<br />
integer count = 4; // How many particles to emit per BURST<br />
float rate = .1; // How fast (rate) to emit particles<br />
float radius = .5; // Radius to emit particles for BURST pattern<br />
float outerAngle = 1.54; // Outer angle for all ANGLE patterns<br />
float innerAngle = 1.55; // Inner angle for all ANGLE patterns<br />
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source<br />
<br />
integer flags = 0;<br />
<br />
if (target == "owner") target = llGetOwner();<br />
if (target == "self") target = llGetKey();<br />
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;<br />
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;<br />
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;<br />
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;<br />
if (wind) flags = flags | PSYS_PART_WIND_MASK;<br />
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;<br />
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;<br />
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;<br />
llParticleSystem([ PSYS_PART_MAX_AGE,age,<br />
PSYS_PART_FLAGS,flags,<br />
PSYS_PART_START_COLOR, startColor,<br />
PSYS_PART_END_COLOR, endColor,<br />
PSYS_PART_START_SCALE,startSize,<br />
PSYS_PART_END_SCALE,endSize,<br />
PSYS_SRC_PATTERN, pattern,<br />
PSYS_SRC_BURST_RATE,rate,<br />
PSYS_SRC_ACCEL, push,<br />
PSYS_SRC_BURST_PART_COUNT,count,<br />
PSYS_SRC_BURST_RADIUS,radius,<br />
PSYS_SRC_BURST_SPEED_MIN,minSpeed,<br />
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,<br />
PSYS_SRC_TARGET_KEY,target,<br />
PSYS_SRC_INNERANGLE,innerAngle,<br />
PSYS_SRC_OUTERANGLE,outerAngle,<br />
PSYS_SRC_OMEGA, omega,<br />
PSYS_SRC_MAX_AGE, life,<br />
PSYS_SRC_TEXTURE, texture,<br />
PSYS_PART_START_ALPHA, startAlpha,<br />
PSYS_PART_END_ALPHA, endAlpha<br />
]);<br />
}<br />
<br />
default<br />
{<br />
state_entry()<br />
{<br />
<br />
llSetTimerEvent(1);<br />
}<br />
<br />
timer(){<br />
particles(llGetInventoryName(INVENTORY_TEXTURE,(integer)llFrand(llGetInventoryNumber(INVENTORY_TEXTURE))));<br />
llSetTimerEvent( ((integer)llFrand(2)+1));<br />
}<br />
<br />
link_message(integer sender_num, integer num, string str, key id){<br />
<br />
if(str == "off") {<br />
llSetTimerEvent(0);<br />
llParticleSystem([]); <br />
}else {<br />
if(str == "on") {<br />
llSetTimerEvent(1);<br />
}<br />
}<br />
<br />
} <br />
<br />
}

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4 comments