incoprea
Wednesday, April 19, 2023
'Painted' an Old family photo
Wednesday, May 11, 2022
Second Life Scripting
Rotate
default
{
state_entry()
{
llSetText("", <1,1,1>,1);
llTargetOmega(<0,0,1>, 0.2, 2);
}
}
COIN FLIP
integer coin_toss()
{
if (llFrand(1.0) < 0.5) return TRUE;
return FALSE;
}
// Sometimes it is useful to get a random integer over a given range. This is
// a surprisingly tricky and emotive subject and has caused endless discussion
// on the scripting groups. The primary cause of probability errors when
// employing llFrand is to have a varying bin size on the edges of the range.
//
// As the bracket notation indicates, [0.0, mag), the function is inclusive of
// the 0.0 and exclusive of the entered value. Because an LSL floating point
// number is only a subset of real numbers and does not have infinite
// granularity, this schema will work for any float greater than float
// t = 1.175494351e-38; at which value the function will return only zero. At a
// float beyond this, a math error occurs.
// Random integer generator:
// Contributed by Mephistopheles Thalheimer,
// original function posted by Hg Beeks
// Returns a pseudo-random integer in the range of min to max inclusive.
// Rationale:
// Expands the range by 1.0 to ensure equal bin spacing on ends relative to
// the middle of the range and then uses an integer cast to round towards
// zero.
// Caveats:
// This function is not range checked and will fail if max < min
integer random_integer(integer min, integer max)
{
return min + (integer)(llFrand(max - min + 1));
}
say(string message)
{
llSay(0, message);
}
default
{
touch_start(integer total_number)
{
// *near* 50:50 chance of "Heads" vs. "Tails"
if (coin_toss()) say("Heads");
else say("Tails");
integer n1 = random_integer(2, 8); // Return a random number between 2 and 8
say("I chose a " + (string)n1);
}
}
Stand on Light up :)
integer count = 0;
vector ON_COLOUR = <1,1,1>;
vector OFF_COLOUR = <.667,.667,.667>;
default
{
state_entry()
{
llVolumeDetect(TRUE);
llSetColor(OFF_COLOUR,ALL_SIDES);
}
timer()
{
count = 0;
llSetColor(OFF_COLOUR,ALL_SIDES);
llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, .0 ] ) ;
llSetTimerEvent(0);
}
collision_start(integer num)
{
count++;
if (count == 1)
{
llSetColor(ON_COLOUR,ALL_SIDES);
llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, .2 ] ) ;
llSetTimerEvent(20);
}
}
collision_end(integer num)
{
count--;
if (count == 0)
{
llSetColor(OFF_COLOUR,ALL_SIDES);
llSetPrimitiveParams( [ PRIM_GLOW, ALL_SIDES, .0 ] ) ;
llSetTimerEvent(0);
}
}
}
Random Colors
integer toggle = 1; // This is our toggle switch for turning the
// script on and off. You will never need to
// change its value.
float base_delay = 1.0; // This is the minimum amount of delay
// that will happen between color changes.
// If you want a consistently longer or
// shorter delay, change this value.
float variable_delay = 1.5; // This is the maximum delay added to
// the base_delay. If you want a wider
// variation in the delay, then increase
// the value. If you want less variance.
// then decrease it.
default
{
state_entry()
{
toggle *= -1; // Here we multiply negative one, to change its
// sign.
if(toggle < 0) // We test to see if it is less than 0, and if it
// is, then we turn on the color changer.
{
llSetTimerEvent(llFrand(variable_delay) + base_delay);
}
else
{
llSetTimerEvent(0);
}
}
timer()
{
llSetColor(<llFrand(1),llFrand(1),llFrand(1)>,ALL_SIDES);
llSetTimerEvent(llFrand(variable_delay) + base_delay);
}
}
SLIDESHOW
//global variables you may change
string texture1 = "Untitled-1_0000_bts_0000_Layer 16.jpg";//UUID of texture 1 (or inventory name if in inventorY)
string texture2= "Untitled-1_0001_bts_0001_Layer 15.jpg";//UUID of texture2
string texture3= "Untitled-1_0010_bts_0010_Layer 4.jpg";//UUID of texture3
string texture4= "Untitled-1_0012_bts_0012_Layer 2.jpg";//UUID of texture4
string texture5= "Untitled-1_0011_bts_0011_Layer 3.jpg";//UUID of texture5
string texture6= "Untitled-1_0006_bts_0006_Layer 8.jpg";//UUID of texture6
string texture7= "Untitled-1_0009_bts_0009_Layer 5.jpg";//UUID of texture7
string texture8= "Untitled-1_0008_bts_0008_Layer 6.jpg";//UUID of texture8
string texture9= "Untitled-1_0007_bts_0007_Layer 7.jpg";//UUID of texture9
string texture10= "Untitled-1_0005_bts_0005_Layer 9.jpg";//UUID of texture10
string texture11= "Untitled-1_0004_bts_0004_Layer 10.jpg";//UUID of texture11
string texture12= "Untitled-1_0003_bts_0003_Layer 11.jpg";//UUID of texture12
string texture13= "ply";//UUID of texture13
float time = 2.0;//time to sleep in seconds
integer side = ALL_SIDES;//which side to change texture on
/////////////
//don't change below
integer currentstate;//the state its in either TRUE or FALSE
switch(string texture)
{
llSetTexture(texture, side);
currentstate = ~currentstate;//switch states
llSleep(2.0);
}
default
{
touch_start(integer total_number)
{
switch(texture1);
llSleep;
switch(texture2);
llSleep;
switch(texture3);
llSleep;
switch(texture4);
llSleep;
switch(texture5);
llSleep;
switch(texture6);
llSleep;
switch(texture7);
llSleep;
switch(texture8);
llSleep;
switch(texture9);
llSleep;
switch(texture10);
llSleep;
switch(texture11);
llSleep;
llSleep;
switch(texture12);
llSleep;
llSleep;
llSleep;
switch(texture13);
llSleep;
}
}
https://www.mrmonke.net/AniGifToLSL
Upload a .gif and export script/image