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FEAR OF GOD
From Patriotic Nigras
| FEAR OF GOD | |
|---|---|
| LSL Script | |
| Version: | 0.4 |
| Author: | Bladen |
| | |
| Works in: | |
| Afro Guaranteed | |
The FEAR OF GOD is an attempt to create a heavily modular weapon capable of inflict lulz on a large scale. It is a modification of several scripts and concepts into one weapon.
When activated, FEAR OF GOD will attempt to attack the first thing it sees within range, often clustering around them and beating them into the ground. Please note that as of this version, that also includes the owner, so it is advisable to fire them out of a projectile weapon such as the Dead Nigger Cannon.
Contents |
Instructions
Make sure to do this in a noscript area, as once this activates, it will be impossible to deactivate it.
- Rez a cube.
- Build a new script.
- Copy Script 1 and Change the options you want to change, then save.
- Insert script into cube.
- Copy the Follow script. More scripts = More aggressive following.
- Insert the scripts into the cube.
- Take cube.
Example Modes
For these, replace the "SETTINGS" section with the following.
Cosby / FEAR OF GOD
string texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918"; string sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502"; integer useparticles = TRUE; string particle = "605B6944-55A3-AF37-7427-22873C066E04"; integer anim = TRUE; integer rowframe = 6; // How many rows there are. (up and down). integer colframe = 8; // How many columns there are. (left to right). integer framerate = 30.0; // Framerate. Higher means faster obviously.
Mario / FEAR OF PLUMBERS
string texture = "808ab5ee-1c33-45bb-76db-0617a2800074"; string sound = "e5e45765-531c-e2c7-0cf5-76a8cc974bdf"; integer useparticles = TRUE; string particle = "822adea8-b77b-5ddc-150f-5d0dd8845f11"; integer anim = TRUE; integer rowframe = 2; // How many rows there are. (up and down). integer colframe = 4; // How many columns there are. (left to right). integer framerate = 10.0; // Framerate. Higher means faster obviously.
Script 1 - Settings
////////////////////////////////////////////////////////// // FEAR OF GOD // ////////////////////////////////////////////////////////// // By ANONYMOUS // ////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////// // SETUP // ////////////////////////////////////////////////////////// // RANDOM MODE ////////////////////////////////////////////////////////// // Setting Random equal to TRUE will make it randomly // // select a mode to use after firing the weapon. // ////////////////////////////////////////////////////////// integer random = TRUE; // KILLER ////////////////////////////////////////////////////////// // Using /channel code will destroy the FEAR OF GOD // // cubes. Make sure to change this as the Lindens will // // probably start looking for it. // ////////////////////////////////////////////////////////// integer channel = 555; string code = "SHITCOCK"; // SETTINGS ////////////////////////////////////////////////////////// // Default settings are Cosby mode. Here you can change // // the texture, sound, and the particle that will be // // used, as well as the row, column, and framerate if // // the cube has an animated texture. If it's not // // animated, leave anim equal to FALSE. // // // // If you want to use particles, set use.particles to // // TRUE. // ////////////////////////////////////////////////////////// string texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918"; // Default is FEAR OF GOD string sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502"; // Default is WORLD, HOLD ON integer useparticles = TRUE; string particle = "605B6944-55A3-AF37-7427-22873C066E04"; // Default is JELLOWNED integer anim = TRUE; integer rowframe = 6; // How many rows there are. (up and down). integer colframe = 8; // How many columns there are. (left to right). float framerate = 30.0; // Framerate. Higher means faster obviously. ////////////////////////////////////////////////////////// // Don't change shit below this line here unless you // // know what you are doing. // ////////////////////////////////////////////////////////// list modes = ["cosby", "mario", "america", "superwaha"]; lolrandom() { modes = llListRandomize(modes, 1); integer T = llCeil(llFrand(llGetListLength(modes))); string mode = llList2String(modes, T); if(mode == "cosby") { texture = "3a34745f-bff7-090e-64cd-47bcf5ff3918"; anim = TRUE; rowframe = 6; colframe = 8; framerate = 30.0; sound = "04eb7b5a-dcc2-1485-b1b4-137da2791502"; particle = "605B6944-55A3-AF37-7427-22873C066E04"; } if(mode == "superwaha") { texture = "1ff5d40e-b724-df5c-9e4f-1fb22a682ace"; anim = TRUE; rowframe = 1; colframe = 3; framerate = 15.0; sound = "035a2ee9-c2d5-8030-8987-bc76fc6716c6"; particle = "2190b66f-82fe-b947-3bc9-0be3b4fa26ae"; } if(mode == "america") { texture = "26cefe67-ed75-da08-6c3d-f0f80c0aa2c7"; anim = FALSE; sound = "edd87420-6c97-b61f-9a53-3703d748aec6"; particle = "d4f9690b-ad01-df30-859e-83e0c83f0f0f"; } else if(mode == "mario") { texture = "808ab5ee-1c33-45bb-76db-0617a2800074"; anim = TRUE; rowframe = 2; colframe = 4; framerate = 10.0; sound = "e5e45765-531c-e2c7-0cf5-76a8cc974bdf"; particle = "822adea8-b77b-5ddc-150f-5d0dd8845f11"; } } // PARTICLE SYSTEM ////////////////////////////////////////////////////////// // Mask Flags - set to TRUE to enable integer glow = FALSE; // Make the particles glow integer bounce = TRUE; // 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 = FALSE; // 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 = 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 //particle = "";// Texture used for particles, default used if blank float startAlpha = 1; // Start alpha (transparency) value float endAlpha = 1; // End alpha (transparency) value vector startColor = <1,1,1>; // Start color of particles <R,G,B> vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE) vector startSize = <20,20,20>; // Start size of particles vector endSize = <20,20,20>; // End size of particles (if interpSize == TRUE) vector push = <0,0,-50>; // Force pushed on particles // System paramaters float rate = 0.1; // How fast (rate) to emit particles float radius = 50.001; // Radius to emit particles for BURST pattern integer count = 400; // How many particles to emit per BURST float outerAngle = 1; // Outer angle for all ANGLE patterns float innerAngle = 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; 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, particle, PSYS_PART_START_ALPHA, startAlpha, PSYS_PART_END_ALPHA, endAlpha ]); } default { on_rez(integer params) { llResetScript(); } state_entry() { llListen(channel, "", llGetOwner(), ""); llSetScale(<2,2,2>); if (random == TRUE) lolrandom(); llSetStatus(STATUS_ROTATE_Z, FALSE); llSetStatus(STATUS_PHYSICS, TRUE); llSetTexture(texture, ALL_SIDES); if(anim == TRUE) { llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, colframe, rowframe, 0, 0, framerate); } if(anim == FALSE) { llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 0, 0, 0, 0, 0); } llLoopSound(sound, 1); if (useparticles == TRUE) updateParticles(); } listen(integer channel, string name, key id, string message) { if(message == code) { llDie(); } } }
Script 2 - Follower
default { state_entry() { vector pos = llGetPos(); llSleep(0.1); llMoveToTarget(pos,.1); llSensorRepeat("","",AGENT,200000,7000*PI,.4); } sensor(integer total_number) { vector pos = llDetectedPos(0); vector offset =<-1,0,1>; pos+=offset; llMoveToTarget(pos,.1); } }


