Difference between revisions of "User:Toady Nakamura/Two States Light"

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m (appended fancier version of script to bottom of page with explanatory note. It's annoying to waste this time reverting edits just to get my own pages back to functional.)
m (Replaced old <LSL> block with <source lang="lsl2">)
Line 4: Line 4:
*Light call modified from Simon Kline's classes "Scripting from Scratch"  
*Light call modified from Simon Kline's classes "Scripting from Scratch"  


<lsl>
<source lang="lsl2">


vector color = <1.0, 1.0, 1.0>;  // Use to change the color of the light
vector color = <1.0, 1.0, 1.0>;  // Use to change the color of the light
Line 38: Line 38:




</lsl>
</source>


== Another way to do the same thing ==
== Another way to do the same thing ==
After this script was posted an "expert" scriptor came along and changed it.  Since their new version has no explanatory notes, and no longer matches the in world student notes, I have reverted the original version and appended their version here.  It does exactly the same thing, but is considered by the person changing these pages to be "better."
After this script was posted an "expert" scriptor came along and changed it.  Since their new version has no explanatory notes, and no longer matches the in world student notes, I have reverted the original version and appended their version here.  It does exactly the same thing, but is considered by the person changing these pages to be "better."
<lsl>
<source lang="lsl2">
vector color = <1.0, 1.0, 1.0>;
vector color = <1.0, 1.0, 1.0>;
float intensity = 1.000;// from 0.0 up to 1.0
float intensity = 1.000;// from 0.0 up to 1.0
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}
}


</lsl>
</source>

Revision as of 02:40, 22 January 2015

Using two states can sometimes be an elegant solution to on/off.

  • Original framework 04-16-08 by Toady Nakamura
  • Light call modified from Simon Kline's classes "Scripting from Scratch"
vector color = <1.0, 1.0, 1.0>;  // Use to change the color of the light
float intensity = 1.0;   // Use to change the intensity of the light, from 0 up to 1
float radius = 10.0;     //  Use to change the Radius of the light, from 0 up to 20
float falloff = 0.75;    //  Use to set the falloff of the light, from 0 up to 2

default 
{ 
     
    touch_start(integer total_number) 
    { 
        llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, color, intensity, radius, falloff]);
        llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);
        state unlit; 
    } 
} 

state unlit 
{ 
    touch_start(integer total_number) 
    { 
        llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, color, intensity, radius, falloff]);                               
        llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, FALSE]);
        state default; 
    } 

    on_rez(integer param)
    {
        llResetScript();
    }
}

Another way to do the same thing

After this script was posted an "expert" scriptor came along and changed it. Since their new version has no explanatory notes, and no longer matches the in world student notes, I have reverted the original version and appended their version here. It does exactly the same thing, but is considered by the person changing these pages to be "better."

vector color = <1.0, 1.0, 1.0>;
float intensity = 1.000;// from 0.0 up to 1.0
float radius = 10.000;//  from 0.0 up to 20.0
float falloff = 0.750;//  from 0.0 up to 2.0
 
default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }
 
    touch_start(integer num_detected)
    {
        llSetLinkPrimitiveParamsFast(LINK_THIS,
            [PRIM_POINT_LIGHT, TRUE, color, intensity, radius, falloff,
            PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);
 
        state lightOn;
    }
}
 
state lightOn
{
    on_rez(integer start_param)
    {
        llResetScript();
    }
 
    touch_start(integer num_detected)
    {
        llSetLinkPrimitiveParamsFast(LINK_THIS,
            [PRIM_POINT_LIGHT, FALSE, color, intensity, radius, falloff,
            PRIM_FULLBRIGHT, ALL_SIDES, FALSE]);
 
        state default;
    }
}