Accueil Date de création : 08/05/08 Dernière mise à jour : 11/06/09 15:54 / 215 articles publiés
 

Script déroulement texture...  (Scripts) posté le samedi 17 mai 2008 16:40

default
{
    state_entry()
    {
         llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,1,1,1.0, 1,0.25);
        llSetTimerEvent(30.0);
        llListen(0,"",llGetOwner(),"dispell");
        llSetBuoyancy(1);
        llSetStatus(STATUS_DIE_AT_EDGE,TRUE);
        llSetStatus(STATUS_ROTATE_X, FALSE);
        llSetStatus(STATUS_ROTATE_Y, FALSE);
        llSetStatus(STATUS_ROTATE_Z, FALSE);
    }
    timer()
    {
        llDie();  
    }
    on_rez(integer a)
    { 
         llResetScript();     
    }
    listen(integer channel,string name,key id,string message)
    {
        if(message == "dispell")
        {
            llDie();
        }
    }
}

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Vendor scrip au toucher...  (Scripts) posté le samedi 17 mai 2008 16:42

string SUPPLY_FOLDER_NAME = "cour ao zhao  - Ecole SL ";

default
{
    state_entry()
    {
        llSetTouchText("Prenez");
        llSetText("Fournitures ao zhao ", < 1.0, 0.0, 0.2>, 1.0);
    }
   
    touch_start(integer total_number)
    {
        llInstantMessage(llDetectedKey(0), llKey2Name(llDetectedOwner(0)) + "  Les fournitures arrivent !");
        integer cnt = llGetInventoryNumber(INVENTORY_ALL);
        list supply =[];
        integer i = 0;
        for(; i < cnt; ++i)
        {
            supply += [llGetInventoryName(INVENTORY_ALL, i)];
        }
       
        llGiveInventoryList(llDetectedOwner(0), SUPPLY_FOLDER_NAME, supply);
    }
}

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Waterfall Mist = Script de vapeur  (Scripts) posté le samedi 17 mai 2008 17:03

// Particle System 1.0

StartSteam()
{
                                // MASK FLAGS: set  to "TRUE" to enable
integer glow = TRUE;                                // Makes the particles glow
integer bounce = FALSE;                             // Make particles bounce on Z plane of objects
integer interpColor = TRUE;                         // Color - from start value to end value
integer interpSize = TRUE;                          // Size - from start value to end value
integer wind = FALSE;                               // Particles effected by wind
integer followSource = FALSE;                       // Particles follow the source
integer followVel = TRUE;                           // 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 = 3;                                  // Life of each particle
    float maxSpeed = 0.05;                          // Max speed each particle is spit out at
    float minSpeed = 0.0;                           // Min speed each particle is spit out at
    string texture = "Water Particle - Mist";                     // Texture used for particles, default used if blank
    float startAlpha = .25;                         // Start alpha (transparency) value
    float endAlpha = 0.0;                           // End alpha (transparency) value
    vector startColor = <0.9,0.9,1>;                // Start color of particles <R,G,B>
    vector endColor = <1,1,1>;                      // End color of particles <R,G,B> (if interpColor == TRUE)
    vector startSize = <.25,.25,.25>;               // Start size of particles
    vector endSize = <3,3,3>;                       // End size of particles (if interpSize == TRUE)
    vector push = <0,0,0.5>;                        // Force pushed on particles

                            // System paramaters
                           
    float rate = 0.1;                               // How fast (rate) to emit particles
    float radius = 1.0;                             // Radius to emit particles for BURST pattern
    integer count = 16;                             // How many particles to emit per BURST
    float outerAngle = 0.1;                         // Outer angle for all ANGLE patterns
    float innerAngle = 0.65;                        // Inner angle for all ANGLE patterns
    vector omega = <0,0,0>;                         // Rotation of ANGLE patterns around the source
    float life = 0;                                 // Life in seconds for the system to make particles

                            // Script variables
                           
    integer flags;


      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
                            ]);
     
}
StartSpray ()
{

}

StopSpray()
{
    llParticleSystem([]);  
}

 

default
{
    state_entry()
    {
         StartSteam();
    }

    listen(integer channel, string name, key id, string message)
    {
 
         if (0 == llSubStringIndex(message, "spray on"))
        {
            StartSteam();
           
        }
        else if (0 == llSubStringIndex(message, "spray off"))
        {
            StopSpray();
        }
    }
}

 

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Waterfall Particle System = Script de fumée..  (Scripts) posté le samedi 17 mai 2008 17:08

// Particle System 1.0

StartSteam()
{
                                // MASK FLAGS: set  to "TRUE" to enable
integer glow = TRUE;                                // Makes the particles glow
integer bounce = FALSE;                             // Make particles bounce on Z plane of objects
integer interpColor = TRUE;                         // Color - from start value to end value
integer interpSize = TRUE;                          // Size - from start value to end value
integer wind = FALSE;                               // Particles effected by wind
integer followSource = FALSE;                       // Particles follow the source
integer followVel = TRUE;                           // 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_ANGLE;       // 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 PARAMETERS
   
    float age = 4.4;                                // Life of each particle
    float maxSpeed = 0.5;                           // Max speed each particle is spit out at
    float minSpeed = 0;                             // Min speed each particle is spit out at
    string texture = "Particle Arrow";              // Texture used for particles, default used if blank
    float startAlpha = 0.8;                         // Start alpha (transparency) value
    float endAlpha = 0;                             // End alpha (transparency) value
    vector startColor = <0.75,0.85,1>;              // Start color of particles <R,G,B>
    vector endColor = <1,1,1>;                      // End color of particles <R,G,B> (if interpColor == TRUE)
    vector startSize = <0.25,0.25,0.25>;            // Start size of particles
    vector endSize = <2,10,2>;                      // End size of particles (if interpSize == TRUE)
    vector push = <0.5,0.0,0.0>;                    // Force pushed on particles

                                // SYSTEM PARAMETERS
   
    float rate = 0.1;                               // How fast (rate) to emit particles
    float radius = 0.75;                            // Radius to emit particles for BURST pattern
    integer count = 4;                              // How many particles to emit per BURST
    float outerAngle = 3*PI;                        // Outer angle for all ANGLE patterns   PI/4
    float innerAngle = 0.5;                         // Inner angle for all ANGLE patterns
    vector omega = <0,0,0>;                         // Rotation of ANGLE patterns around the source
    float life = 0;                                 // Life in seconds for the system to make particles

                                // SCRIPT VARIABLES
   
    integer flags;


      flags = 0;
   
    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
                            ]);
     
}
StartSpray ()
{

}

StopSpray()
{
    llParticleSystem([]);  
}

 

default
{
    state_entry()
    {
         StartSteam();
    }

    listen(integer channel, string name, key id, string message)
    {
 
         if (0 == llSubStringIndex(message, "spray on"))
        {
            StartSteam();
           
        }
        else if (0 == llSubStringIndex(message, "spray off"))
        {
            StopSpray();
        }
    }
}

 

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Qu'est ce qu'une Lucky chair?..  (Lexique) posté le jeudi 22 mai 2008 14:37


Découvrez Era!

Peu de gens connaissent les "Lucky Chair"...et pourtant...;)

Les lucky chair...comme leur nom l'indique...sont des chaises de la chance...

Pour etre plus explicite...ce sont des chaises qui distribuent gratuitement des cadeaux...à ceux qui s'assoient dessus ;)

Mais ce serait trop simple si il n'y avait que ça n'est ce pas?

Aussi pour pouvoir vous assoir sur une lucky chair...celle ci doit afficher la première lettre de votre prénom sl..

Toutes les X minutes cette lettre change...vous commencez à comprendre pourquoi le mot "lucky" est de mise? hihi

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