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> Anti gay shield, sorry it is what it is. by r and d
post Oct 16 2009, 08:34 PM
Post #1

aliz123



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Group: Elite Members
Posts: 89
Joined: 20-February 09
Member No.: 843,883






Overview
It is rumored that "######" give off a yet undocumented wave pattern, visible only to the fabled CockMongler, allowing him to seek and mongle all "######". Knowing this, Overview
It is rumored that ###### give off a yet undocumented wave pattern, visible only to the fabled CockMongler, allowing him to seek and mongle all ######. Knowing this, nigra R&D scientists developed the Dong Shield. Upon contact with another avatar, or upon contact with an object with a velocity, the Dong Shield will sound the alarm and spray dongs all over the sky which seek out whatever bumped into you or whatever you bumped into.

Instructions
Place script in a object
Attach to body/HUD
???
PROFIT

Mongler doing his part to defend the lulzCode


// Mask Flags - set to TRUE to enable
integer glow = FALSE; // 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

integer pattern = PSYS_SRC_PATTERN_EXPLODE;

key target;

// Particle paramaters
float age = 999999; // Life of each particle
float maxSpeed = 10; // Max speed each particle is spit out at
float minSpeed = 5; // Min speed each particle is spit out at
string texture = "6538c610-efda-1cc9-b720-80c77dcc2a79"; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor =<225,225,225>; // Start color of particles <R,G,B>
vector endColor = <225,225,225>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <100,100,100>; // Start size of particles
vector endSize = <100,100,100>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = 0; // How fast (rate) to emit particles
float radius = 500; // Radius to emit particles for BURST pattern
integer count = 999999999999999999; // 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; // Life in seconds for the system to make particles

// Script variables
integer flags;

///////////////////////////////////////////////////////////////////

Dongs()
{
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;
}
llPlaySound("599e43c6-7e51-f96a-bfcc-31dbbc24f1f4", 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_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
]);
}

reset()
{
llParticleSystem([]);
llSetText("", <0,0,0>, 1);
}

float wait = 3;

default
{
state_entry()
{
llSetTexture("7e6889af-dea5-44ea-b47e-7031a899b045",ALL_SIDES);
llTargetOmega(<0,1,0>, .4, .4);
llSetText("", <0,0,0>, 1);
}

collision_start(integer num)
{
integer i;
vector pos = llGetPos();

for(i=0; i<num; i++)
{
vector vel = llDetectedVel(i);

if(llVecMag(vel) > 1)
{
llSetPos(pos);
if(llDetectedOwner(i) != NULL_KEY)
{
if(llDetectedOwner(i) != llGetOwner())
{
target = llDetectedOwner(i);
llSetText("Currently mongeling " + llKey2Name(llDetectedOwner(i)) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
}
}
}
if(llDetectedType(i) && AGENT)
{
target = llDetectedKey(i);
llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
}

touch_start(integer num_d)
{
if(llDetectedKey(0) != llGetOwner())
{
target = llDetectedKey(0);
llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
// if(llDetectedKey(0) == llGetOwner()) // Debug
// {
// llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
// llSleep(wait);
// target = "";
// Dongs();
// llParticleSystem([]);
// }
}
}
developed the Dong Shield.

Upon contact with another avatar, or upon contact with an object with a velocity, the Dong Shield will sound the alarm and spray dongs all over the sky which seek out whatever bumped into you or whatever you bumped into.

Instructions
Place script in a object
Attach to body/HUD
???
PROFIT

Mongler doing his part to defend the lulzCode


// Mask Flags - set to TRUE to enable
integer glow = FALSE; // 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

integer pattern = PSYS_SRC_PATTERN_EXPLODE;

key target;

// Particle paramaters
float age = 999999; // Life of each particle
float maxSpeed = 10; // Max speed each particle is spit out at
float minSpeed = 5; // Min speed each particle is spit out at
string texture = "6538c610-efda-1cc9-b720-80c77dcc2a79"; // Texture used for particles, default used if blank
float startAlpha = 1; // Start alpha (transparency) value
float endAlpha = 1; // End alpha (transparency) value
vector startColor =<225,225,225>; // Start color of particles <R,G,B>
vector endColor = <225,225,225>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <100,100,100>; // Start size of particles
vector endSize = <100,100,100>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = 0; // How fast (rate) to emit particles
float radius = 500; // Radius to emit particles for BURST pattern
integer count = 999999999999999999; // 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; // Life in seconds for the system to make particles

// Script variables
integer flags;

///////////////////////////////////////////////////////////////////

Dongs()
{
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;
}
llPlaySound("599e43c6-7e51-f96a-bfcc-31dbbc24f1f4", 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_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
]);
}

reset()
{
llParticleSystem([]);
llSetText("", <0,0,0>, 1);
}

float wait = 3;

default
{
state_entry()
{
llSetTexture("7e6889af-dea5-44ea-b47e-7031a899b045",ALL_SIDES);
llTargetOmega(<0,1,0>, .4, .4);
llSetText("", <0,0,0>, 1);
}

collision_start(integer num)
{
integer i;
vector pos = llGetPos();

for(i=0; i<num; i++)
{
vector vel = llDetectedVel(i);

if(llVecMag(vel) > 1)
{
llSetPos(pos);
if(llDetectedOwner(i) != NULL_KEY)
{
if(llDetectedOwner(i) != llGetOwner())
{
target = llDetectedOwner(i);
llSetText("Currently mongeling " + llKey2Name(llDetectedOwner(i)) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
}
}
}
if(llDetectedType(i) && AGENT)
{
target = llDetectedKey(i);
llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
}

touch_start(integer num_d)
{
if(llDetectedKey(0) != llGetOwner())
{
target = llDetectedKey(0);
llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
Dongs();
llSleep(wait);
reset();
}
// if(llDetectedKey(0) == llGetOwner()) // Debug
// {
// llSetText("Currently mongling " + llDetectedName(0) + "'s ######. ", <0,1,0>, 1);
// llSleep(wait);
// target = "";
// Dongs();
// llParticleSystem([]);
// }
}
}
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