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Category: Contributor: Creator
Water L6a3splash  

L6a3splash

L6a.3-splash.lsl

Category: Water
By : Dana Moore
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

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Download all files for L6a3splash
Contents are in zip format, with .LSL (text) source code and LSLEdit (text + Solution) formats.
Get file # 1. L6a3splash_1.lsl
1
2 // Copyright (c) 2008, Scripting Your World
3 // All rights reserved.
4 //
5 // Scripting Your World
6 // By Dana Moore, Michael Thome, and Dr. Karen Zita Haigh
7 // http://syw.fabulo.us
8 // http://www.amazon.com/Scripting-Your-World-Official-Second/dp/0470339837/
9 //
10 // You are permitted to use, share, and adapt this code under the
11 // terms of the Creative Commons Public License described in full
12 // at http://creativecommons.org/licenses/by/3.0/legalcode.
13 // That means you must keep the credits, do nothing to damage our
14 // reputation, and do not suggest that we endorse you or your work.
15
16 // Listing 6a.3: Turbulent Waters
17 splash() {
18 integer InterpColorMask = TRUE;
19 integer InterpScaleMask = TRUE;
20 integer EmissiveMask = TRUE;
21 integer FollowSrcMask = FALSE;
22 integer FollowVelocityMask = TRUE;
23 integer WindMask = TRUE;
24 integer BounceMask = TRUE;
25 integer TargetPosMask = FALSE;
26 integer TargetLinearMask = FALSE;
29 ( EmissiveMask * PSYS_PART_EMISSIVE_MASK ) |
30 ( BounceMask * PSYS_PART_BOUNCE_MASK ) |
31 ( InterpColorMask * PSYS_PART_INTERP_COLOR_MASK ) |
32 ( InterpScaleMask * PSYS_PART_INTERP_SCALE_MASK ) |
33 ( WindMask * PSYS_PART_WIND_MASK ) |
34 ( FollowSrcMask * PSYS_PART_FOLLOW_SRC_MASK ) |
35 ( FollowVelocityMask * PSYS_PART_FOLLOW_VELOCITY_MASK ) |
36 ( TargetLinearMask * PSYS_PART_TARGET_LINEAR_MASK ) |
37 ( TargetPosMask * PSYS_PART_TARGET_POS_MASK ) ),
38 //Appearance
39 PSYS_PART_START_SCALE, < 0.25, 0.25, 0.0>, // <1,1,0>
40
41 // you can have end scale vary from really small to
42 // really large, for different effects. Usually a value larger
43 // than the start scale makes it appear more "misty"
44 PSYS_PART_END_SCALE, < 1.00, 1.00, 1.0>, // <1,1,0>
45 PSYS_PART_START_COLOR, < 0.9, 0.9, 1.0 >, // <1,1,1>
46 PSYS_PART_END_COLOR, < 1.0, 1.0, 1.0 >, // <1,1,1>
47 PSYS_PART_START_ALPHA, 0.5, // 1.0
48 PSYS_PART_END_ALPHA, 0.0, // 0.0
49
50 // Water Particle 3 is in the Library
51 PSYS_SRC_TEXTURE, "Water Particle 3", // ""
52 //Flow
53 PSYS_SRC_MAX_AGE, 0.0, // 0.0
54 PSYS_PART_MAX_AGE, 3.00, // 10.0
55 PSYS_SRC_BURST_RATE, 0.10, // 0.10
56
57 // range from about 1 for a smaller splash to 16 or so for a big one
59 //Placement
60 PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE, // DROP
61 PSYS_SRC_BURST_RADIUS, 1.00, // 0.0
62 PSYS_SRC_ANGLE_BEGIN, 0.00, // 0.0
63 PSYS_SRC_ANGLE_END, 0.65, // 0.0
64 PSYS_SRC_OMEGA, < 0.00, 0.00, 0.00 >,
65 //Movement
66 PSYS_SRC_BURST_SPEED_MIN, 0.00, // 1.0
67 PSYS_SRC_BURST_SPEED_MAX, 0.01, // 10.0
68 PSYS_SRC_ACCEL, < 0.0, 0.0, -2.0 >, // <0,0,0>
69 PSYS_SRC_TARGET_KEY, llGetKey() // ignored because TARGET_POS is false
70 ]);
71 }
72 default {
73 state_entry() {
74 splash();
75 }
76 }
77 // END //

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