Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Looking for a few scripts

Sara Lukas
.·:*¨¨* In Love *¨¨*:·.
Join date: 15 Dec 2006
Posts: 311
02-04-2008 08:10
HI..

I have a tp script but when i use it, most of the time i dont end up where i have set the coordinates for, its a really basic freebie one.. does anyone know where i can get a freebie one that works please?
i am aslo looking for (if one exists) a freebie or cheap bling script with on/off commands. i have a freebie one but u cant switch it on/off...

any help would be appreciated, thankyou :)
_____________________
O.o Neeeeeeeeed sleeeeeeeeeeep o.O
Yes.. i know i have a lot of typos.. :(
i can spell but i am too lazy and tired to correct them.. sorry
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
Teleport script
02-04-2008 08:41
// Short-range teleport script, with no flying after TP
//----------------------------------
// Put this in an object you want to use as a teleporter.
// Script substitutes the "sit" pie postion with name of object containing script
// and reads target position from object description field, e.g.:
// Description 169,158,600.25 (spaces within position string ok).
//
// If you change the description, you must reset the script (or move the object, which will reset it)

// There is not much error checking. If you type just text into the description field
// instead of x,y,z coords, you will get an error. But if you type in 150,7000;32 you
// will end up lost when you TP ... it won't check to see that 7000 is out of range.
// Max distance that sit target can be from TP object is 300m along any one axis.

// If TP object is moved, it will recalculate the TP target.

// For best results, make sure teleport destination is far enough away from
// other objects so avatar does not collide after tp (end up flying).
// Setting Z point to .25 meter above actual landing seems to help.

vector targetPos;

reset() //resets target position, pie name, etc.
{
vector target;
list destination;

destination = llParseString2List(llGetObjectDesc(),[","],[]);
targetPos.x = llList2Float(destination,0);
targetPos.y = llList2Float(destination,1);
targetPos.z = llList2Float(destination,2);
if (targetPos == ZERO_VECTOR) { // user probably typed in a text desc
targetPos = llGetPos();
llSay(0, "Bad destination in object description: use format x,y,z";);
}
llSay(0,"TP target set to " + (string)targetPos);
target = (targetPos- llGetPos()) * (ZERO_ROTATION / llGetRot());
llSitTarget(target, ZERO_ROTATION);
llSetSitText(llGetObjectName());

} // endreset

default
{
state_entry()
{
reset();
}

on_rez(integer startup_param)
{
llResetScript();
}

changed(integer change)
{
if (change & CHANGED_LINK)
{
if (llAvatarOnSitTarget() != NULL_KEY)
{
llSleep(0.15); // delay to avoid flying on unsit
llUnSit(llAvatarOnSitTarget());
} // end of avatar was sitting
}
else //some other prim change event
{
reset();
}
} // end changed event

moving_end()
{
reset(); // try to compensate for object movement
}

} // end default
_____________________
.
:) To contact forum folks, join the inworld group "The Forum Cartel". New residents with questions about SL more than welcome! We has parties!

:) To contact forum scripters, join the inworld group "Scriptoratti" (thanks Void!). New scripter questions welcome!
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
bling on/bling off on chat channel zero
02-04-2008 08:51
// Particle Script 0.3
// Created by Ama Omega
// Modified by Nika Talaj to add bling on/bling off commands on chat channel 0
// 10-10-2003

// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
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 = .2; // Life of each particle
float maxSpeed = .1; // Max speed each particle is spit out at
float minSpeed = .1; // Min speed each particle is spit out at
string texture = ""; // Texture used for particles, default used if blank
float startAlpha = 10; // Start alpha (transparency) value
float endAlpha = 10; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.04,.25,.01>; // Start size of particles
vector endSize = <.03,.25,.01>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = 5; // How fast (rate) to emit particles
float radius = .0; // Radius to emit particles for BURST pattern
integer count = 5; // How many particles to emit per BURST
float outerAngle = 1.54; // Outer angle for all ANGLE patterns
float innerAngle = 1.55; // Inner angle for all ANGLE patterns
vector omega = <0,0,10>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
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
]);
}

default
{
state_entry()
{
updateParticles();
llListen( 0, "", llGetOwner(), "bling off" );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state bling_off;
}
}

state bling_off
{
state_entry()
{
llParticleSystem( [] );
llListen( 0, "", llGetOwner(), "bling on" );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state default;
}
}
_____________________
.
:) To contact forum folks, join the inworld group "The Forum Cartel". New residents with questions about SL more than welcome! We has parties!

:) To contact forum scripters, join the inworld group "Scriptoratti" (thanks Void!). New scripter questions welcome!
Sara Lukas
.·:*¨¨* In Love *¨¨*:·.
Join date: 15 Dec 2006
Posts: 311
02-04-2008 09:08
wow.. thast was fast...
tyvm for the scripts... :)
_____________________
O.o Neeeeeeeeed sleeeeeeeeeeep o.O
Yes.. i know i have a lot of typos.. :(
i can spell but i am too lazy and tired to correct them.. sorry