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Category: Contributor: Creator
Glow glow_when_stept_on  

glow_when_stept_on

Category: Lighting
Description: I got tired of paying for ridiculously overpriced Avatar-like plants that glow when you walk on them.
Same thing goes for sidewalks that light up. So here is a simple script that changes the glow of a prim when you walk on it.
Useful for ground plants that glow in the dark, lighted footsteps, and trails that point people the
direction you want them to go. makes floor tiles, dance floors and other objects glow when bumped //

Category: Glow
By : melnik Balogh
Created: 2010-10-10 Edited: 2010-10-10
Worlds: Second Life

the Zip file

Download all files for glow_when_stept_on
Contents are in zip format, with .LSL (text) source code and LSLEdit (text + Solution) formats.
Get file # 1. glow_when_stept_on_1.lsl
1 //
2 // This program is free software; you can redistribute it and/or modify
3 // it under the terms of the GNU General Public License as published by
4 // the Free Software Foundation; either version 2 of the License, or
5 // (at your option) any later version.
6 //
7 // This program is distributed in the hope that it will be useful,
8 // but WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 // GNU General Public License for more details.
11 //
12 // Other licenses may be located within the source of this script,
13 // in which case the more restrictive license is to take effect
14 //
15 ////////////////////////////////////////////////////////////////////
16 integer is_on = FALSE;
17 float glow = .1;
18 default
19 {
20 collision_start(integer num_detected)
21 {
22 if(!is_on)
23 {
24 float i;
25 for(i = 0.0; i < glow; i += 0.020 )
26 {
28 //llSleep(1.0);
29 }
30 is_on = TRUE;
31 }
32 }
33
34 collision_end(integer num_detected)
35 {
36 if(is_on)
37 {
38 float i;
39 for(i = glow; i > 0.0; i -= 0.020 )
40 {
42 //llSleep(1.0);
43 }
44 llSetPrimitiveParams([PRIM_GLOW, ALL_SIDES, 0]); // Turn off glow when step off prim....
45 is_on = FALSE;
47
48 }
49 }
50 }

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