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