WindFairie Rosencrans
Registered User
Join date: 4 Feb 2005
Posts: 72
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04-05-2005 15:44
Hi all, Does anyone have a picture loop script it makes the slide shoes of the pics possible when I put the series of the texture images in the contents displaying them one by one Saw it in a shop and want to use it myself too.
If anyone can write the script or give me the copy of it, I d appreciate that,
Good time all!!
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Palomma Casanova
Free Dove Owner
Join date: 5 Apr 2004
Posts: 635
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04-05-2005 17:03
I think I have one...
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Palomma
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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04-05-2005 17:34
Yeah, I have one. Had to wait until I could log in and retrieve it. Special plug to Ama Omega, for the particle script I still use. Just put this script and the pictures you want to display in inventory. It uses a particle for lagless smooth transitions. // 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_ANGLE;
// 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="self"; key target="";
// Particle paramaters float age =5; //how long will particles live (in seconds) float maxSpeed = 0.01; //maximum speed a particle should be moving float minSpeed = 0.01; //minimum speed a particle should be movie string texture=""; //texture applied to the particles float startAlpha =1.0; //alpha transparency at start float endAlpha =0.0; //alpha at end vector startColor = <1,1,1>; //particles start as this color vector endColor = <1,1,1>; //and end as thiscolor vector startSize = <3,3,3>; //particles start at this size vector endSize = <3,3,3>; //and end at this size vector push = <0,0,0>; //how far to push particles
// System paramaters float rate = 2; // How fast to emit particles float radius = 3.0; // Radius to emit particles for BURST pattern integer count =3; // How many particles to emit per BURST float outerAngle = 0.0; // Outer angle for all ANGLE patterns float innerAngle = 0.0; // Inner angle for all ANGLE patterns vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source float life = 0;
// Script variables integer flags;
updateParticles() { 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;
//llMakeSmoke( 500, 1, 1, 10, 1, "Alien FaceSucker.tga", <0,0,0>); if (1) { 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_ANGLE_BEGIN,innerAngle, PSYS_SRC_ANGLE_END,outerAngle, PSYS_SRC_OMEGA, omega, PSYS_SRC_MAX_AGE, life, PSYS_SRC_TEXTURE, texture, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } } integer current = 0; default { state_entry() { llSetTimerEvent(0.1); } timer() { llSetTimerEvent(30.0); integer textures = llGetInventoryNumber(INVENTORY_TEXTURE); if(current > textures - 1) current = 0; texture = llGetInventoryKey(llGetInventoryName(INVENTORY_TEXTURE,current)); current += 1; updateParticles(); } }
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