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Bling Bling_Scriptgood_one  

Bling_Scriptgood_one

Malthus' Bling Script(good one).lsl

Category: Bling
By : Particle Script
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

the Zip file

Download all files for Bling_Scriptgood_one
Contents are in zip format, with .LSL (text) source code and LSLEdit (text + Solution) formats.
Get file # 1. Malthus_Bling_Scriptgood_one_1.lsl
1
2 // TOUCHSTONE Particle Script
3 // Commented by Daryth Kennedy
4 // IM me with any questions
5 // 11-2-2005
6
7 // // NOTES // //
8
9 // YOU MUST CLICK SAVE BEFORE ANY CHANGES WILL BECOME VISIBLE
10
11 // If you remove a particle script from an object, the object will continue
12 // To emit particles forever no matter what you do, unless you replace it with
13 // A new particle script, I don't know why
14
15 // Particles targetted to AV's will go right for the crotch, Particles love crotches.
16
17 // Vocabulary for Particles:
18 // Emitter = The object spitting out the particles
19 // Particles = The actual things being emitted
20 // Radius = The area particles can start within, Higher No. = Bigger Area
21 // Alpha = The Transparency value of the Particles
22 // Omega = The Spin of an emitter, or rather the stream of particles
23 // Comment = These things // are called commenting, anything after is read only
24 // = By humans and is not compiled by the system.
25
26
27 // PARTICLE BEHAVIOR - TRUE = ON, FALSE = OFF
28 // Change TRUE or FALSE only, and make sure to stay in CAPS, with a ; at the end
29
30 integer glow = TRUE; // Make the particles glow from inside
31 // if FALSE they will be effected by the local light.
32
33 integer bounce = FALSE; // Particles won't go lower than the emitter and will //bounce on the "ground" level if negative push is applied.
34
35 integer interpColor = TRUE; // Changes from start to end color
36 // Start and End colors are set below
37
38 integer interpSize = TRUE; // Changes from start to end size
39 // Also Set below
40
41 integer wind = FALSE; // Particles effected by wind
42 // Particles REALLY effected, will fly like crazy
43
44 integer followSource = FALSE; // Particles follow the emitter, so they will move
45 // In direct lines even if emitter is in motion
46 // IF FALSE they will sway like smoke, leaving a trail
47
48 integer followVel = TRUE; // Particles will emit in direction object facing
49 // Use with ANGLE Patterns and negative push to create // waterfalls, etc
50
51
52
53
54
55
56
57 // PARTICLE PATTERNS
58
59 // Choose a pattern from this list:
60 // Cut and Paste "PSYS_SRC_PATTERN_*" from the red list into the blue one, the blue
61 // One is the actively selected particle style
62
63 // PSYS_SRC_PATTERN_EXPLODE
64 // This one makes particles appear anywhere within the radius at random.
65
66 // PSYS_SRC_PATTERN_DROP
67 // This one makes particles appear as if dropping from a small hole in the emitter
68
69 // PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
70 // This one makes particles appear in the inverse of a cone, usually nothing.
71
72 // PSYS_SRC_PATTERN_ANGLE_CONE
73 // This one makes particles appear in a cone, like a flashlight beam.
74
75 // PSYS_SRC_PATTERN_ANGLE
76 // This one makes particles appear in a flat fan shape fanning out from emitter.
77
78 //THE LINE BELOW THIS IS WHERE YOU PASTE THE PARTICLE PATTERN
79 integer pattern = PSYS_SRC_PATTERN_EXPLODE;
80
81
82
83
84
85 // PARTICLE TARGET
86
87 // For no Target, leave this alone as: key target = "";
88 // To target the emitters OWNER, simply put: key target = "owner";
89 // To target the emitter itself, simply put: key target = "self";
90 // or if targetting another piece of the linked object the link number is placed be // low in another section, just leave this as: key target = "";
91 key target = "Pink Metal Heel w/ Flower Decor R";
92
93
94
95 // PARTICLE SETTINGS
96 float age = .1; // How long each particle will survive
97
98 float maxSpeed = 3; // Max speed each particle is spit out at
99 float minSpeed = 3; // Min speed each particle is spit out at
100 // To create bursts of particles all sticking together // Set both min and max speed to the same thing.
101
102 string texture = ""; // Texture used for particles, default used if blank
103 // Type the name of the texture in the " ", Make sure
104 // To drag the Texture into the emitters contents.
105
106 float startAlpha = 1.0; // Start alpha (transparency) value
107 float endAlpha = 0.5; // End alpha (transparency) value
108 // Alpha is between 0.0 and 1.0
109
110 vector startColor = <1.0, 1.0, 1.0>; // Starting color of particles <R,G,B>
111 vector endColor = <1.0, 1.0, 1.0>; // End color of particles <R,G,B>
112 // <0,0,0> = Black <1,1,1> = White
113 // InterpColor (above) must be TRUE for color to change
114
115 vector startSize = <0.1, 0.1, 0>; // Start size of particles
116 vector endSize = <0.1, 0.1, 0>; // End size of particles (if interpSize == TRUE)
117 // Size Range is 0.01 to 7.00
118 // Further the 3rd number doesn't effect anything
119
120 vector push = <0,0,0>; // Force pushed on particles (X,Y,Z)
121 // X = East/West Y = North/South Z= Up/Down
122
123
124 // PARTICLE PARAMETERS
125 float rate = 3; // How many seconds between particle emissions
126 float radius = .0000001; // Starting radius for Particles to appear within
127 integer count = 1; // How many particles per emission (Per Rate)
128
129
130 float outerAngle = 1.54; // Outer angle for all ANGLE patterns (for a stream 0.1)
131 float innerAngle = 1.55; // Inner angle for all ANGLE patterns (for a stream 0.0)
132 // In Radians, so every 1 is 90 degrees between 0 and 3
133
134 vector omega = <0,0,0>; // Rotation of ANGLE patterns (X,Y,Z axis (E/W,N/S,UP/DOWN)
135 // This rotates the spray in a circle, not the particles
136
137 float life = 0; // Time from Start to Stop to emit Particles
138
139 // Script variables
140 integer flags;
141
142 updateParticles()
143 {
144 // PARTICLE TARGETTING WITHIN LINKED OBJECTS
145 // In an object composed of multiple prims they are assigned a specific number // based on the order in which they were linked. Particles can be targetted to a
146 // specific link number by simply removing the // from the line below this
147 // paragraph and putting the link number in the ( )'s
148
149 //target = llGetLinkKey(0);
150
151 // eg.: target = llGetLinkKey(7);
152
153 // use the link-num identifier script to get an objects number, IM me for that
154 // script if you don't have one.
155
156
157
158 // // DO NOT CHANGE ANY OF THESE FLAGS, THE PARTICLES WILL NOT FUNCTION // //
159
160 flags = 0;
161 if(target == "owner") target = llGetOwner();
162 if(target == "self") target = llGetKey();
163 if(glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
164 if(bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
165 if(interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
166 if(interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
167 if(wind) flags = flags | PSYS_PART_WIND_MASK;
168 if(followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
169 if(followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
170 if(target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
171
173 PSYS_PART_FLAGS,flags,
174 PSYS_PART_START_COLOR, startColor,
175 PSYS_PART_END_COLOR, endColor,
176 PSYS_PART_START_SCALE,startSize,
177 PSYS_PART_END_SCALE,endSize,
178 PSYS_SRC_PATTERN, pattern,
180 PSYS_SRC_ACCEL, push,
186 PSYS_SRC_INNERANGLE,innerAngle,
187 PSYS_SRC_OUTERANGLE,outerAngle,
188 PSYS_SRC_OMEGA, omega,
189 PSYS_SRC_MAX_AGE, life,
190 PSYS_SRC_TEXTURE, texture,
191 PSYS_PART_START_ALPHA, startAlpha,
192 PSYS_PART_END_ALPHA, endAlpha
193 ]);
194 }
195
196 //THE ACTUAL SCRIPT, NOT FOR BEGINNER MODIFICATION//
197
198 default
199 {
201 {
202 updateParticles();
203
204 // To Set the Particles to start every few seconds requires a timer, this is
205 // Commented out below, to use this timer you must place // in front of the
206 // updateParticles(); line above and remove the // from all lines below this
207 // paragraph, further llSetTimerEvent(0); 0 = the number of seconds per start
208
209 // llSetTimerEvent(0);
210 // }
211
212 // timer()
213 // {
214 // updateParticles();
215 }
216 }// END //

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