InWorldz

Where your Dreams are our Vision!

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 Post subject: Menu Driven Photo Frames
PostPosted: Sat Dec 04, 2010 3:40 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
PD DESIGNS - CUSTOM SCRIPTING SERVICE

Greetings, Are you:

• Looking for a particular script but can't seem to find it anywhere?
• Tired of trying to modify an existing script to work in your project?
• Have an idea for a gadget but not sure how to make it do what you want it to?

If you answered yes to any of these questions then a custom script may be for you.

I have several years experience scripting in another grid (same name there as here) in addition to months of getting familiar with the state of scripting here. My rates are reasonable and the work is guaranteed. The price for a custom script is based on it's complexity and the permissions you require. Full perm scripts will be more expensive, no mod scripts will be less expensive. The price and delivery date are set before work begins. Payment is as follows:

• A 40% deposit is required at the start of the project.
• 30% more is due when the beta script is ready to be delivered for your review.
• The last 30% is due after you are completely satisfied with the beta script.

If the beta script is not delivered by the promised delivery date you get a complete refund.

No project is too big or too small.

Thank you for your consideration.

Phoneix Dreamscape
PD Designs - Custom Scripting Service

REFERENCES
For references of my work I invite you my shop. There you will see:

• Fully Functioning Vehicles - To the best of my knowledge, the only working vehicles in IW at the present time (FREE demos available).
• Swim Balls - Allows you to swim in IW water or pool (prim) water. Also another first as far as I know (FREE demos available).
• Free Roaming Animals & Objects - Selection will vary.
• Auto Linking Teleporters - No set up required. Access to the teleporter and each individual destination can be controlled.


Last edited by Phoneix Dreamscape on Tue Aug 30, 2016 4:08 pm, edited 10 times in total.


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 Post subject: Re: PD Designs - Custom Scripting Service
PostPosted: Sat Dec 18, 2010 4:15 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
CHIMNEY SMOKE PARTICLE EFFECT SCRIPT

What is winter without smoke rising out of a chimney and being gently moved by the wind? Granted, wind does not exist in InWorldz yet but it is possible to simulate a wind effect on particles. This script is able to produce a remarkably convincing chimney smoke effect that appears to be driven by the wind.

Amazingly, this effect uses very few particles, only about 250. The default viewer settings can render 4096 particles per second. Particles do not contribute to server side lag because particles are rendered on the client side.

TO USE
Place the script in a small box near the top of your chimney. The box should be oriented so that the z-axis (blue) is pointed up. Touch the box that contains the script to toggle the smoke effect on and off.

BUILDERS
The effect can also be controlled by sending linked messages to the script. To turn the smoke on, send the string “smoke on”. To turn the smoke off send the string “smoke off”.

Example:
llMessageLinked(LINK_SET, 0, ”smoke on”, NULL_KEY); // This will turn the smoke effect on.

(Ideally you should target the linked message to just the link number of the prim that contains the script, instead of the entire link set.)

A copy/trans version of this script is also available.

CONTACT INFORMATION
If you have any questions concerning this or any other PD Designs product or service, please contact me anytime.

Phoneix Dreamscape
PD Designs - Custom Scripting Service

Image


Last edited by Phoneix Dreamscape on Wed Mar 02, 2011 12:11 pm, edited 1 time in total.


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 Post subject: Re: Chimney Smoke Particle Effect Script
PostPosted: Sat Jan 22, 2011 11:03 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
The Daily Reporter is an essential tool for monitoring and reporting on your traffic at work or at home. It’s premium features include:

• Visitor detector, tracker, logger, reporter & greeter.
• The Daily Reporter will record the following information for EACH individual avatar that it detects:
• Visitor name
• Length of visit
• Total number of visits
• Total accumulated visit time
• The Daily Reporter generates a report of the recorded traffic activity both on demand and daily, if desired. The report includes:
• Number of unique visitors
• Total number of visits
• Average visit time
• Traffic rating
• The calculation used to derive the traffic rating is believed to be the same algorithm used to measure traffic in that other grid.
• Selectable real-time traffic monitoring tells you who enters and leaves the detection area as they come and go.
• Traffic report IMs can be turned on, off, or be suspended while you are offline, if desired.
• Owner can view or reset the visitor list and traffic data at any time. The Daily Reporter can also be set to automatically reset at midnight.
• Greet option will welcome your guests by name on their initial visit only and will not greet them again until the visitor list is reset.
• Hover text display can be switched on and off and be configured to show any or all of the following:
• Date & time (PST or PDT depending on time of year)
• Online status
• Number of unique visitors.
• Convenient, easy to use, two page option menu allows you to select and change all of the options.
• Adjustable range and scan rate settings to any integral values within sensor limits.
• Preference settings survive sim restarts and re-rezzing.
• Says the amount of time that has passed since the Daily Reporter was started and/or restarted when prompted. Since the script will restart when the sim is restarted, this will usually display the amount of time that has elapsed since the last sim restart.
• Says the amount of free script memory remaining and approximates how many more names can be stored when prompted.
• Show/hide, copy/mod and more!

Also, a security orb with the capability of sending intruders home is currently being beta tested and will be available for purchase soon. A demonstration area has been set up so that you can see how effective the orb can be. The demo security orb is set to an 8 meter range and 15 second scan rate and is within the fenced area outside of the landing point. Simply stay within the 16 meter caution ring for 15 seconds or so and you will be sent home.

Image

Image



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 Post subject: Re: Visitor Detector, Tracker, Logger, Reporter, Greet
PostPosted: Mon Mar 21, 2011 4:36 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
WANDERING WATER TOY - NOOB IN A TOOB

INTRODUCTION
This water toy uses the first generation of the wandering water toy script. The script is written to be as user friendly, efficient and low lag as possible. It does not use any of the physics or dynamic functions as these have not been implemented in InWorldz at this time. Script usage is under 50 instructions/second on average. The toy survives sim restarts and re-rezzing.

The toy will work in InWorldz or pool (prim) water at any altitude. It can cover an area as small as a few meters up to nearly entire sim (250 meters in either direction).*

OPTION MENU
The toy uses a convenient owner only option menu. Only the owner can access the menu and only the owner can see what the menu says. To access the menu simply touch the toy.

Anyone other than the owner who touches the toy will receive a copy of the first notecard in it’s inventory (if any). By default, that will be a copy of the instructions. If you remove the instructions and put in a notecard of your own (sim information, coming events…) the toy will give a copy of that notecard when touched instead.

The menu choices are:
START/STOP - Starts and stops the toy. If a corner position is missing, it will prompt you to ad one when it tries to start.
CORNER 1 - Stores the first corner position. This can be any corner of the area that you want it to roam around in.
CORNER 2 - Stores the second corner position. This should be the corner diagonally across from the first corner (kitty corner).
HELP - Gives a copy of the first notecard in it’s inventory. By default, this will be the instructions.

SETTING THE CORNER POSITIONS
• Simply place the toy at your desired height and position it in one corner of the area you would like it to roam around in. This can be any corner.
• Click the toy to access the menu and select CORNER 1.
• Move the toy to the corner diagonally across from the first corner (kitty corner) of the area you want it to roam around in. The area does not need to be square, it can be rectangular if you like.
• Click the toy to access the menu and select CORNER 2.

* PLEASE NOTE
• The corner positions should be at least a few meters apart. If they are too close, the toy will not have enough room to turn and could wander away from the intended area.
• Also, please allow a few meters between a sim border to give the toy a chance to turn before it leaves the sim. If it tries to go past a sim border it will stop - sim crossings are not yet possible in InWorldz for scripted devices.
• Depending on the toy, it will usually follow the perimeter of the area you set for it. Some toys will wander randomly within the same area.

TO USE
• After the corner positions are stored simply click the toy to access the menu and select START/STOP. This will start the toy wandering.
• To stop it, select START/STOP again.

The toy will survive sim restarts and re-rezzing. If a sim is restarted while the toy is wandering, it will go back to wandering in the same area when the sim comes back up.

PERMISSIONS & MODIFICATIONS
The toy is copy/mod, the script is copy only. You can even take the script out of the toy and drop it into something else if you wish. Just be sure the root prim is oriented so that its z-axis (blue) is facing up and it’s x-axis (red) is facing forward.

SCRIPT INFORMATION
The custom wandering water toy script is available in a copy/trans version that can be licensed so you can use it in items (sea creatures, animals, vehicles etc.) that you sell. The licensees include:
1) A limited commercial license for use in only one make/model/type of item that you sell.
2) An unlimited license for use in any make/model/type of any items that you sell.

If interested, please contact me for price and availability.

CAVEATS
• The toy’s performance is dependent on how well the sim is running. A poorly running sim will cause the toy‘s movement to be very sporadic. For best results, the sim's FPS should be at or close to 53. Movement becomes noticeably jerky if the sim FPS drops to 40 or less.
• Since the toy is non physical, it is possible for it to roam through solid objects.
• Any script that is running uses script time. Script time is one of the sims recourses that is currently shared by everyone in the sim. How many toys you can have running at one time depends on how much script time is available in addition to several other factors. As a general rule, I would suggest that no more than 10 toys should be roaming in the sim at the same time. This is only a suggestion, your mileage may vary :)

CREDITS
The remarkable sculpted noob was made by Second Life resident Art Laxness.

CONTACT INFORMATION
If you have any questions about this or any other PD Designs product or service please feel free to contact me at any time.

Phoneix Dreamscape
PD Designs - Custom Scripting Service

Image


Last edited by Phoneix Dreamscape on Mon Mar 21, 2011 4:41 pm, edited 1 time in total.


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See them in-world in Sweetwater, home of the most active airport on the grid.
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 Post subject: Re: Visitor Detector, Tracker, Logger, Reporter, Greet
PostPosted: Mon Mar 21, 2011 4:38 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
WANDERING WATER TOY INFORMATION - 2M MODEL SAILBOATS

INTRODUCTION
This water toy uses the first generation of the wandering water toy script. The script is written to be as user friendly, efficient and low lag as possible. It does not use any of the physics or dynamic functions as these have not been implemented in InWorldz at this time. Script usage is under 50 instructions/second on average. The toy survives sim restarts and re-rezzing.

The toy will work in InWorldz or pool (prim) water at any altitude. It can cover an area as small as a few meters up to nearly entire sim (250 meters in either direction).*

OPTION MENU
The toy uses a convenient owner only option menu. Only the owner can access the menu and only the owner can see what the menu says. To access the menu simply touch the toy.

Anyone other than the owner who touches the toy will receive a copy of the first notecard in it’s inventory (if any). By default, that will be a copy of the instructions. If you remove the instructions and put in a notecard of your own (sim information, coming events…) the toy will give a copy of that notecard when touched instead.

The menu choices are:
START/STOP - Starts and stops the toy. If a corner position is missing, it will prompt you to ad one when it tries to start.
CORNER 1 - Stores the first corner position. This can be any corner of the area that you want it to roam around in.
CORNER 2 - Stores the second corner position. This should be the corner diagonally across from the first corner (kitty corner).
HELP - Gives a copy of the first notecard in it’s inventory. By default, this will be the instructions.

SETTING THE CORNER POSITIONS
• Simply place the toy at your desired height and position it in one corner of the area you would like it to roam around in. This can be any corner.
• Click the toy to access the menu and select CORNER 1.
• Move the toy to the corner diagonally across from the first corner (kitty corner) of the area you want it to roam around in. The area does not need to be square, it can be rectangular if you like.
• Click the toy to access the menu and select CORNER 2.

* PLEASE NOTE
• The corner positions should be at least a few meters apart. If they are too close, the toy will not have enough room to turn and could wander away from the intended area.
• Also, please allow a few meters between a sim border to give the toy a chance to turn before it leaves the sim. If it tries to go past a sim border it will stop - sim crossings are not yet possible in InWorldz for scripted devices.
• Depending on the toy, it will usually follow the perimeter of the area you set for it. Some toys will wander randomly within the same area.

TO USE
• After the corner positions are stored simply click the toy to access the menu and select START/STOP. This will start the toy wandering.
• To stop it, select START/STOP again.

The toy will survive sim restarts and re-rezzing. If a sim is restarted while the toy is wandering, it will go back to wandering in the same area when the sim comes back up.

PERMISSIONS & MODIFICATIONS
The toy is copy/mod, the script is copy only. You can even take the script out of the toy and drop it into something else if you wish. Just be sure the root prim is oriented so that its z-axis (blue) is facing up and it’s x-axis (red) is facing forward.

CAVEATS
• The toy’s performance is dependent on how well the sim is running. A poorly running sim will cause the toy‘s movement to be very sporadic. For best results, the sim's FPS should be at or close to 53. Movement becomes noticeably jerky if the sim FPS drops to 40 or less.
• Since the toy is non physical, it is possible for it to roam through solid objects.
• Any script that is running uses script time. Script time is one of the sims recourses that is currently shared by everyone in the sim. How many toys you can have running at one time depends on how much script time is available in addition to several other factors. As a general rule, I would suggest that no more than 10 toys should be roaming in the sim at the same time. This is only a suggestion, your mileage may vary :)

SCRIPT INFORMATION
The custom wandering water toy script is available in a copy/trans version that can be licensed so you can use it in items (sea creatures, animals, vehicles etc.) that you sell. The licensees include:
1) A limited commercial license for use in only one make/model/type of item that you sell.
2) An unlimited license for use in any make/model/type of any items that you sell.

If interested, please contact me for price and availability.

CREDITS
The 2m Model Sailboat was inspired by a full size, full perm boat made by Second Life resident Neal Nomad in the fall of 2003.

CONTACT INFORMATION
If you have any questions about this or any other PD Designs product or service please feel free to contact me at any time.

Phoneix Dreamscape
PD Designs - Custom Scripting Service

Image



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 Post subject: Re: Wandering Water Toys & Script Available
PostPosted: Sun May 27, 2012 12:32 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
ATTENTION SHIP/SAILBOAT BUILDERS - WIND DRIVEN SAILBOAT SCRIPT SET COMING SOON

Bids are currently being considered for the exclusive use of a wind driven sailboat script set that will soon be coming to InWorldz. This is a limited time offer and will be withdrawn immediately without notice upon acceptance.

The scripts enable non-physical boats to sail using several wind sources:
• Sim Wind - Uses the recently implemented InWorldz wind.
• Kanker Wind - Less turbulent than sim wind, based on Kanker’s artificial wind algorithm.
• Practice Wind - User selectable wind speed and direction.
• Race Wind - Wind data sent by wind setters to registered race boats using this script set.

A motor is also included so that the boat can move independently of any wind source. The goal of this script set is to emulate the handling characteristics of the classic Flying Tako but to do so without physics. The main script is based on Kanker Greenacre’s open source scripts for the Flying Tako Sailboat.

This is your chance to produce InWorldz’s first commercially available wind driven sailboats and to capture the market with this exclusive offer.

The exclusive license would allow you, and you alone, the right to use the scripts in your boats that you can sell. The scripts would not be available to anyone else. I, as copyright holder, would reserve the right to produce one wind driven boat using the scripts but under a no competition clause. I would not be able to offer my boat for less than your least expensive wind driven boat. You effectively would set and control the market price.

Bids submitted now are non binding. No deposit required. You can withdraw or modify your bid at anytime. This is merely to see if anyone is interested and if so, how seriously.

If you are interested in this offer and have additional questions or would like to place a bid, please send me a note card with the title: EXCLUSIVE OFFER

If you would be interested in purchasing a wind driven sailboat or the scripts without exclusivity, please send me a note card with the title: WIND DRIVEN BOAT

Depending on the response, free demos of sailboats equipped with the new sail scripts could be available as soon as the second week of June. If little to no interest is shown then the wind driven boats will not be given such high priority.



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 Post subject: Re: Wind Driven Sailboat Script Set Update
PostPosted: Sun Jun 10, 2012 12:31 am 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
It’s been two weeks and surprisingly no interest in wind driven boats has been expressed whatsoever.
It would be foolish to continue work on a project that nobody is interested in. Therefore, work on the InWorldz adaptation of the ‘Kanker Conversion’ and this offer have regrettably been suspended indefinitely.



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 Post subject: Re: PD Designs - Motorcycle Script Set Available Soon
PostPosted: Thu Jun 21, 2012 1:59 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
ATTENTION MOTORCYCLE BUILDERS - MOTORCYCLE SCRIPT SET COMING SOON

Bids are currently being considered for the exclusive use of a motorcycle script set that is currently being developed. This is a limited time offer and will be withdrawn immediately without notice upon acceptance.

A BETA version of a motorcycle with a pre-release version of the script set is currently available for FREE. Information on the FREE BETA motorcylce can be found here.The final script set will have features not available on the BETA version. Those extra features include support for: passengers, wheelies and burnouts. Additional custom animations are being considered as well (work on bike, start/stop animations).

This is your chance to produce InWorldz’s first commercially available motorcycles and to capture the market with this exclusive offer.

Other than myself, the exclusive license would allow you, and you alone, the right to use the scripts in your bikes that you can sell. The scripts would not be available to anyone else. I, as copyright holder, would reserve the right to produce one motorcycle using the scripts but under a no competition clause. I would not be able to offer my bike for less than your least expensive bike. You effectively would set and control the market price.

Bids submitted now are binding but have an escape clause. No deposit required. You can withdraw or modify your bid at anytime before the offer closes.

If you are interested in this offer and have additional questions or would like to place a bid, please send me a note card with the title: EXCLUSIVE MOTORCYCLE OFFER

If you would be interested in purchasing a motorcycle or the scripts without exclusivity, please send me a note card with the title: MOTORCYLCE

If a winning bid is submitted and approved, the winner will be notified and will have 72 hours to pay the amount proposed. Failing to do that will cause that offer to be null and void. No counterproposals or future bids will be accepted from that applicant.



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 Post subject: Re: PD Designs - Motorcycle Script Set Available Soon
PostPosted: Sat Aug 20, 2016 12:08 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
REGION WIDE RADAR HUD INFORMATION

This is a region (sim) wide radar HUD. It can detect ALL avatars* in the ENTIRE region. It is not like old fashioned sensor based radars that had a limited, 96 meter range.

This HUD uses the latest and greatest InWorldz technology and can detect anyone* anywhere in the whole sim.

Three versions of the HUD are available (Basic, Standard and Deluxe) so you can choose the one that suits your needs and budget.

BASIC REGION WIDE RADAR HUD
The BASIC HUD displays the basic radar information - name and distance of all avatars and bots* in the sim in an ordered ascending list (from near to far, avatars closest to you listed first). The range is rounded to the nearest meter. There are no menus, nothing to set. Just wear and it goes right to work providing you with good, solid, basic information.

STANDARD REGION WIDE RADAR HUD
If you would like to be able to filter bots out of the display, then the STANDARD HUD is for you. Touching the STANDARD HUD toggles the Bot Filter on and off. When the Bot Filter is on, no Bots are shown on the hover text display. This is especially useful in IDI and similar sims where there are a lot of bots. One touch instantly ends the confusion and you see just real avatars. The STANDARD HUD display also includes the total number of detected avatars at the top of the hover text list of names & distances.

DELUXE REGION WIDE RADAR HUD
When only the best will do, this HUD is for you. Touching the DELUXE HUD brings up a 12 item option menu. The options are:

REGION - Detects avatars in the region you are in. This is the same mode the BASIC and STANDARD HUDs use.
PARCEL - Detects avatars in the parcel you are in.
PARCEL OWNER - Detects avatars in any parcel in the region, where the parcel owner is the same as the owner of the parcel you are in.
BOT FILTER - Toggles the Bot Filter on and off. When the Bot Filter is on, Bots are not shown in the hover text display.
TOTAL - Toggles the total number of detected avatars on and off.
NAMES - Toggles the list of detected avatar names and distances on and off.
SAY LIST - Says the entire list of detected avatar names and distances including the total. This is useful when the list is greater than what can be displayed in hover text.
WHITE, YELLOW, CYAN - Selects the hover text color.
• and () - Selects the separator between the name and distance. The parentheses () is the classic way, the dot is a refreshing change. Select which you like best.

The HUD is available exclusively on the Marketplace. I am in the process of moving all of my products to the Marketplace. My in-world locations will just be showcases, nothing for sale in them. I think Wolf has done an outstanding job of bringing this desperately needed feature to InWorldz and I want to support him in any way I can.

InWorldz cannot bear to lose another Marketplace. Please consider listing your products on the Marketplace too.

---

* Due to hover text limitations, only the first 10 or so avatars can be displayed. The DELUXE HUD can say the entire list of detected avatars, however many there might be.



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 Post subject: Re: Menu Driven Photo Frame
PostPosted: Tue Aug 30, 2016 4:07 pm 
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Joined: Thu Aug 05, 2010 6:06 pm
Posts: 167
Image

I was working at Sweetwater Airport and a visitor stopped by. He looked around and seemed to be watching my photo frame that changes pictures periodically. I figured he liked vintage planes, because that is what is loaded in that photo frame. To my surprise, he asked about the photo frame itself and wanted to know if it was for sale. What a wonderful idea! Sell the photo frames! It never occurred to me to do that.

I thanked him for the idea and gave him a copy.

The photo frame is a single prim with a menu driven custom texture changer script that responds only to its owner. You can load as many of your pictures/textures in it as you like. It uses a texture pre-loader to reduce/eliminate the fuzzy picture problem when a new pic is displayed. It can display pictures randomly or in order. You can choose the change time by selecting one of the 9 presets that range from 15 seconds to 15 minutes. For your convenience, I included three photo frames already configured to the three most common aspect ratios: 1:1, 4:3 and 16:9. The photo frames are copy/mod. You can resize them, change them any way you like and make as many as you wish.

Click this sentence to go directly to the Photo Frame Marketplace listing.
Click on 'Sweetwater' in my signature below to see the Photo Frame in-world.

Oh, and that friendly visitor who gave me the idea? I am going to split the sales with him. I know how to do that now. It was simple. I was amazed. Thanks again Wolf :)



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