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Re: Region Creations

Posted: Fri May 24, 2013 4:44 pm
by Constance Peregrine
a'right...you folx wanted some sits and furniture with sits.

http://www.kitely.com/virtual-world/Min ... ays/Mineys

I put a box set to copy by anyone on the House down the river full of sits and poseballs...you can take the sits out of the poseballs if you like them for other uses, like for AOs

Most of this is Linda Kellies and as such no ToS, no worries, is her rule.

A few other tidbits thrown in for ya...just copy the box and scoot

This is also my first free oar I did a bit back [but the box added for this mod] so lots of stuffs set to copy and all Lindas.

You can get that oar minus the special box here [and get the other ones too if you wish] all free...

http://minethere.blogspot.com/2013/04/f ... -oars.html

The only rule is we ask that NOTHING BE RESOLD!!! So please keep in the spirit given-))

All DcMAD reports should be sent to the CIA, FBI, SS, Gestapo, Jackboots Squad, Goon Squad, Interpol, and the European Commission....in triplicated, faxed, mailed, emailed, tweeted, facebooked and quacked.

They will return a reply in 5 years or so...don't worry 'bout that

Re: Region Creations

Posted: Fri May 24, 2013 5:13 pm
by Constance Peregrine
I forgot to add that if you call the Goon Squad directly, they will send out a special Goon Agent....typically these are shape-changers who modify themselves to your ideal mate by reading your mind.

Additionally, DO NOT FORGET to make the same reports to the Israeli Antiquities Authority!!!

Re: Region Creations

Posted: Sun May 26, 2013 7:20 am
by ShowStopper Eclipse
Minethere Always wrote:I forgot to add that if you call the Goon Squad directly, they will send out a special Goon Agent....typically these are shape-changers who modify themselves to your ideal mate by reading your mind.

Additionally, DO NOT FORGET to make the same reports to the Israeli Antiquities Authority!!!
Just to let you know, Goon Squad is a griefer group that plagues SL and some MMORPGs. They also seem to hate furries.

Re: Region Creations

Posted: Sun May 26, 2013 7:55 am
by Constance Peregrine
ShowStópper LadyTothian wrote:
Minethere Always wrote:I forgot to add that if you call the Goon Squad directly, they will send out a special Goon Agent....typically these are shape-changers who modify themselves to your ideal mate by reading your mind.

Additionally, DO NOT FORGET to make the same reports to the Israeli Antiquities Authority!!!
Just to let you know, Goon Squad is a griefer group that plagues SL and some MMORPGs. They also seem to hate furries.
oh? ok, well, I don't keep up with sl stuffs. No bad intent meant. Please change all my mentions of Goon to Google...

ps I like furries-))

Re: Region Creations

Posted: Mon May 27, 2013 1:19 am
by ShowStopper Eclipse
Minethere Always wrote:
ShowStópper LadyTothian wrote:
Minethere Always wrote:I forgot to add that if you call the Goon Squad directly, they will send out a special Goon Agent....typically these are shape-changers who modify themselves to your ideal mate by reading your mind.

Additionally, DO NOT FORGET to make the same reports to the Israeli Antiquities Authority!!!
Just to let you know, Goon Squad is a griefer group that plagues SL and some MMORPGs. They also seem to hate furries.
oh? ok, well, I don't keep up with sl stuffs. No bad intent meant. Please change all my mentions of Goon to Google...

ps I like furries-))
Alright. lol

Re: Region Creations

Posted: Wed May 29, 2013 6:56 pm
by Constance Peregrine
This 9 region Project was done for a client's client. I enjoy doing multi-region terrain work as I am very good @ blending the region borders to make them natural and give them a smooth transition.

He was able to come into my Metropolis regions when he had the time to inspect the progress and add any additional requirements. I then gave him the oars since I added some content I thought he could use.

Eventually I expect to have working/demo regions here as well. Other than my free one of course, where I can still demo any of my terrains for you.

It is quite beautiful-))
kingdom1024.jpg

Re: Region Creations

Posted: Thu May 30, 2013 12:52 pm
by Constance Peregrine
Some folx wanted a fire script @ the Mentor's meeting.

So I had brought that in and made sure it worked. Here it is for the rest of ya, a simple particle fire script with on/off menu free for the Metaverse.

Code: Select all

// Freebie Fire Script w/Environmental Sounds
// by Babu Oh (2008)
//
// - simple wrapper around particle fire script by Ama Omega (10-10-2003)
// and freebie environmental sound script by Apotheus Silverman
// (found within the "Giving Campfire" freebie by Cherry Asturias).
//
// - THIS SCRIPT IS OPEN SOURCE AND FREE. PLEASE DISTRIBUTE ACCORDINGLY.


// 2008-11-02
// - version 0.2
// - added simple menu to particle fire script
// - added link message functions to environmental sound script
//
// 2008-02-04
// - version 0.1
// - uses Ama Omega's freebie fire particle script
// and freebie environmental sound script




// =====================================================================
// VARS
// =====================================================================


// ================ [ menu dialog vars ]

// channel used for menu dialog
integer gChannel = -987654;

string MENU_DIALOG_TEXT = "Please choose an option:";

integer gDialogListener = 0;


// ================ [ link message vars ]

string ON_OFF = "SND_ON_OFF";
string RESET = "RESET";


// ================ [ script vars ]


// this is the "on" or "off" flag

integer gParticlesOn = 0;


// set to 1 if you want menu to be accessible by owner only
// set to 0 if you want everyone to access the menu

integer gControlByOwnerOnly = 0;

// sound

// set to 1 if you want environmental sounds
// set to 0 if you do not

integer gSoundOn = 0;

// sound params

string FIRE_SOUND = "fire";
float SOUND_VOLUME = 1.0;

// light params

vector gLightsOnVector = <1.0, 0.5, 0.0>;
float gLightIntensity = 1.0;
float gLightRadius = 10.0;
float gLightFalloff = 0.75;
float gLightAlpha = 1.0;
float gPrimGlow = 0.05;
integer gPrimFullbright = 1;


// =====================================================================






// =====================================================================
// FREEBIE PARTICLE SCRIPT FUNCTIONS
// =====================================================================

// This is the entire freebie script by Ama Omega

// Particle Script 0.3
// Created by Ama Omega
// 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 = TRUE;           // 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 = .9;                  // Life of each particle
float maxSpeed = .2;            // Max speed each particle is spit out at
float minSpeed = .01;            // Min speed each particle is spit out at
string texture;                 // Texture used for particles, default used if blank
float startAlpha = 1;           // Start alpha (transparency) value
float endAlpha = 0.1;           // End alpha (transparency) value
vector startColor = <1,1,0>;    // Start color of particles <R,G,B>
vector endColor = <1,0,0>;      // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.5,.5,.5>;     // Start size of particles 
vector endSize = <.1,1,.1>;       // End size of particles (if interpSize == TRUE)
vector push = <0,0,3>;          // Force pushed on particles

// System paramaters
float rate = .1;            // How fast (rate) to emit particles
float radius = .1;          // Radius to emit particles for BURST pattern
integer count = 15;        // How many particles to emit per BURST 
float outerAngle = 1.75;    // Outer angle for all ANGLE patterns
float innerAngle = 1.55;    // Inner angle for all ANGLE patterns
vector omega = <5,1,10>;    // 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
                            ]);
}


// =====================================================================






// =====================================================================
// CONTROL FUNCTIONS
// =====================================================================


initialize()
{
    update_fire();
    update_sounds();
}


// update particle fire according to particle on/particle off status

update_fire()
{
    if (gParticlesOn)
    {
        updateParticles();
        loop_sound(FIRE_SOUND);
    }
    else
    {
        llParticleSystem([]);
        llStopSound();
    }
    
    update_light();
}


// update light

update_light()
{
    list params;

    if (gParticlesOn)
    {
        params = [ PRIM_POINT_LIGHT, TRUE,
                        gLightsOnVector, gLightIntensity,
                        gLightRadius, gLightFalloff,
                    PRIM_FULLBRIGHT, ALL_SIDES, gPrimFullbright,
                    PRIM_GLOW, ALL_SIDES, gPrimGlow ];
    }
    else
    {
        params = [ PRIM_POINT_LIGHT, FALSE,
                        <1.0,1.0,1.0>, 0.0,
                        0.0, 0.0,
                    PRIM_FULLBRIGHT, ALL_SIDES, 0,
                    PRIM_GLOW, ALL_SIDES, 0.0 ];
    }
    
    llSetPrimitiveParams(params);
}


// loop a sound

loop_sound(string sound)
{
    if (llGetInventoryType(sound) == INVENTORY_SOUND)
    {
        llLoopSound(sound, SOUND_VOLUME);
    }
}



// update environmental sounds
// - this sends a link message to the auxiliary environmental sound script

update_sounds()
{
    llMessageLinked(LINK_SET, gSoundOn, ON_OFF, NULL_KEY);
}


// =====================================================================







// =====================================================================
// STATES
// =====================================================================

default
{
    state_entry()
    {
        initialize();
        llSay(0, "Ready! Click for menu.");
    }

    
    touch_start(integer num)
    {
        integer channel;
        list menu_options = [];
        string display = "";
        string label = "";
        string text = "";
        key id;
        
        id = llDetectedKey(0);
        
        if ((id != llGetOwner()) && gControlByOwnerOnly)
            return;

        do
        {
            channel = (integer) (llFrand(-1000000000.0) - 1000000000.0);
        }
        while (channel == gChannel);
        
        gChannel = channel;
        gDialogListener = llListen(gChannel, "", id, "");

        
        if (id == llGetOwner())
        {        
            if (gControlByOwnerOnly)
            {
                text = "Locked";
                label = "Unlock";
            }
            else
            {
                text = "Unlocked";
                label = "Lock";
            }
    
            menu_options += label;
            display = "Menu control: " + text + "\n";
        }
        
        if (gParticlesOn)
        {
            menu_options += "Fire Off";
            text = "On";
        }
        else
        {
            menu_options += "Fire On";
            text = "Off";
        }
        
        display += "Fire is: " + text + "\n";
                
        if (gSoundOn)
        {
            menu_options += "Sound Off";
            text = "On";
        }
        else
        {
            menu_options += "Sound On";
            text = "Off";
        }
        
        menu_options += "Reset";

        display += "Environmental sounds are: " + text;
        
        display += "\n" + MENU_DIALOG_TEXT;
    
        llDialog(id, display, menu_options, gChannel);
    }


    listen(integer channel, string name, key id, string message)
    {
        if (channel != gChannel)
            return;

        llListenRemove(gDialogListener);
        gDialogListener = 0;
        
        if (message == "Lock")
        {
            gControlByOwnerOnly = 1;
        }
        else if (message == "Unlock")
        {
            gControlByOwnerOnly = 0;
        }
        else if (message == "Fire On")
        {
            gParticlesOn = 1;
            update_fire();
        }
        else if (message == "Fire Off")
        {
            gParticlesOn = 0;
            update_fire();
        }
        else if (message == "Sound On")
        {
            gSoundOn = 1;
            update_sounds();
        }
        else if (message == "Sound Off")
        {
            gSoundOn = 0;
            update_sounds();
        }
        else if (message == "Reset")
        {
            // reset scripts

            gParticlesOn = 0;
            update_fire();
            
            llMessageLinked(LINK_SET, 0, RESET, NULL_KEY);
            llResetScript();
        }
    }

}


// =====================================================================

Re: Region Creations

Posted: Thu May 30, 2013 2:47 pm
by Ilan Tochner
Hi Minethere,

I suggest you repost the script in the script section of the forums so that it will be easier to find: http://www.kitely.com/forums/viewforum.php?f=26

Re: Region Creations

Posted: Thu May 30, 2013 7:57 pm
by Adagio Greenwood
Very cool, thanks, Miney!

Re: Region Creations

Posted: Thu May 30, 2013 8:13 pm
by Constance Peregrine
Adagio Greenwood wrote:Very cool, thanks, Miney!

<(+_+)>Ťhє plєaşurє is ムlwayş ოinє<(+_+)>