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