nyuuzyou/wikis huggingface dataset:
Copy with Scripts

=== Feature Design Document ===
(none)
=== Functional Spec ===
* llGiveInventory
* llGiveInventoryList
=== Test scripts ===
llGiveInventory Test
llGiveInventoryList Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
changed event - If a script gives something to an object, a changed event should fire on the other object.
Mute - Objects can give items to avatars. Verify you can mute the object giving stuff to stop receiving items from it.
=== User Guides ===
(none)
Corinthia

400px|thumb|left|Russian River Mall 
The Corinthia region is home to the Russian River Mall and Hunter's Gay Club, two new additions to the New Pride Land area on October 30, 2009. It was founded by Skip Dawes and Alyx Nightfire, alongside their Russian River Rentals homes regions, Achaea and Argolis.
While still new, Russian River Mall aims to offer a full shopping experience to SL and New Pride Land's LGBT communities. With space for 60 mall stores, we're aiming to be the biggest gay mall in Second Life.
Hunter's is our club, offering dancing to live DJs four nights a week: Wednesday and Friday through Sunday, with DJs Syriana Paine, Dex Bouchers, Laius Mistwallow and Treat Kanto.
More to come as we grow and expand.
Back to New Pride Land.
Category:Private Estates
New Pride Land
Cosy Island

Cosy Island is an estate dedicated to residents who want to live in a quiet and peaceful environment.
=== Estate Owner ===
Melina Loonie
=== Estate Managers ===
* Melina Loonie
* Sudane Erato
=== Regions ===
Currently the estate consists of the following regions:
* : 10/04/2005 
* : 12/20/2005 
* : 10/07/2006 
* : 11/28/2006
Category:Private Estates
Couleur et Scripting

Utiliser les couleurs dans les scripts LSL est relativement simple. Cela fonctionne en combinant les valeurs de rouge, vert et bleu. Elles sont stockées de la manière suivante:
< Valeur Rouge, Valeur Vert, Valeur Bleu >
Chaque valeur de rouge, vert ou bleu sont comprises entre 0.0 (aucune saturation de couleur) et 1.0 (saturation complète de la couleur). Ces valeurs sont déterminées en combinant les couleurs comme s'il s'agissait de lumières et non de peintures. Ainsi, la combinaison de ces dernières en saturation complète donne du blanc. La combinaison de ces trois valeurs sans aucune saturation donne du noir.
Si deux des valeurs n'ont aucune saturation et la troisième est saturée, vous obtenez une couleur pure:
Couleur	Hexadecimal pour CSS/HTML	Vecteur pour LSL
Rouge 	#ff0000 	<1.0, 0.0, 0.0>
Vert 	#00ff00 	<0.0, 1.0, 0.0>
Bleu 	#0000ff 	<0.0, 0.0, 1.0>
Orange 	#ff7f00 	<1.0, 0.5, 0.0>
Cyan 	#00ffff 	<0.0, 1.0, 1.0>
Rose 	#ff007f 	<1.0, 0.0, 0.5>
Jaune 	#ffff00 	<1.0, 1.0, 0.0>
Violet 	#990099 	<0.6, 0.0, 0.6>
Marron 	#664c33 	<0.4, 0.2, 0.3>
Blanc 	#ffffff 	<1.0, 1.0, 1.0>
Gris 	#787878 	<0.5, 0.5, 0.5>
Noir 	#000000 	<0.0, 0.0, 0.0>
== Convertir les valeurs Hexadécimales en Vecteurs ==
Pour convertir les valeurs hexadécimales utilisées en CSS ou HTML en valeurs utilisables dans LSL, convertissez en premier lieu la valeur de saturation pour le rouge, le vert et le bleu de hexadécimal vers décimal, divisez alors ce nombre par 255. Gardez en tête que les codes sur 3 caractères sont des raccourcis où chaque caractère doit être doublé F devient FF, 4 devient 44, 0 devient 00 etc)
Forme\Composante	Rouge	Vert	Bleu
Hexadécimal 	FF 	CC 	00
Décimal 	255 	204 	0
Saturation 	1.0 	0.8 	0.0
FF = saturation totale
00 = aucune saturation
00 sur le web = 0 en LSL
FF sur le web = 1 en LSL
Ainsi:
FF00FF = <1.0,0.0,1.0>
== Contributor ==
FlipperPA Peregrine
Iko Aker
Color and Scripting
Couleur et Scripting
Color and Scripting
Cove - Meadow Sim Cluster

*A214 (or Cove - Meadow) is a temporary name for a Sim Cluster located at Coordinates 820-840/1241-1253, Grid Sector H12, Northern Ocean. The name was proposed by Second Life Geography team because majority of sims share the common words Cove and Meadow.
== Structure ==
The sim cluster is composed of 34 sims, majority of them owned by the same estate. It has a very fast client service, so if you land on a parcel that is for sale or for rent, someone will immediately come to you. There are 3 sims linked together in North, the rest of sims look like placed in a random order.
== Geography ==
Meadow shows a high diversity of terrains, from nearly flat parcels to elevated land, submerged parcels and mountains (used mainly to separate parcels). Ground texture is usually green, but it becomes sand-white near water. The high Geographic diversity is completed in some parts by a diversity of buildings.
== Land Status ==
It looks like the largest part of land is owned by the same estate. Land With Restricted Access is present, under the form of sims without access and restricted parcels, but still there are many places that allow visitors to enter.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Cozumel Isle Isolated Sim

A224 or Cozumel Isle is an Isolated Sim located at Coordinates 1237-1237/1238-1238, Grid Sector L12, Eastern Ocean. It is a sim, placed at a significant distance to nearby grid strctures.
This sim is a tree shop. Other products for sale include other types of vegetation and stones. Even for a person that is not interested in buying staff, this place still is a good destination to visit for its landscapes.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Crash Reports

The easiest way to get involved as a developer is to start reporting bugs that you can reproduce.
This means that you can always make the viewer crash by following some simple steps.
If you can reproduce a crash, create a Jira with the correct version set and a SecondLifeCrashReport.log file attached. The SecondLifeCrashReport.log file lives in the logs folder. You can find the location of the logs folder here.
If you can provide a fix, all the better.
CreateGroupReply

==Message Layout==
{
	CreateGroupReply Low Trusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
	}
	{
		ReplyData		Single
		{	GroupID			LLUUID	}
		{	Success			BOOL	}
		{	Message			Variable	1	}	
	}
}
==Usage and Notes==
Category:Messages
CreateGroupRequest

==Message Layout==
{
	CreateGroupRequest Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		GroupData		Single
		{	Name			Variable	1	}	
		{	Charter			Variable	2	}	
		{	ShowInList		BOOL			}
		{	InsigniaID		LLUUID			}
		{	MembershipFee		S32			}	
		{	OpenEnrollment		BOOL			} 
		{	AllowPublish		BOOL			}	
		{	MaturePublish		BOOL			}	
	}
}
==Usage and Notes==
This message is used to create a new group.
Charter - The character can be up to 511 bytes long.
InsigniaID - The asset ID of the texture you want to have be the insignia for this group.
MembershipFee - The fee for joining the group. Fee must be greater than or equal to 0. Any value below 0 is set at 0.
Name - The group name must be between 4 and 35 bytes long and be ASCII encoded. The group name is also required to be unique across all groups.
Category:Messages
CreateInventoryFolder

==Message Layout==
{
	CreateInventoryFolder	Low NotTrusted Unencoded
	{
		AgentData			Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		FolderData			Single
		{	FolderID		LLUUID	}
		{	ParentID		LLUUID	}
		{	Type			S8	}
		{	Name			Variable	1	}
	}
}
==Usage and Notes==
Category:Messages
CreateInventoryItem

==Message Layout==
{
	CreateInventoryItem Low NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID		}
		{	SessionID	LLUUID		}
	}
	{	
		InventoryBlock		Single
		{	CallbackID	U32			} 
		{	FolderID		LLUUID	}
		{	TransactionID			LLUUID	} 
		{	NextOwnerMask	U32	}
		{	Type			S8	}
		{	InvType			S8	}
		{	WearableType	U8	}
		{	Name			Variable	1	}
		{	Description		Variable	1	}
	}
}
==Usage and Notes==
Category:Messages
CreateLandmarkForEvent

==Message Layout==
{
	CreateLandmarkForEvent	Low	NotTrusted	Zerocoded
	{
		AgentData		Single
		{	AgentID		LLUUID		}
		{	SessionID	LLUUID		}
	}
	{
		EventData		Single
		{	EventID		U32		}
	}
	{	
		InventoryBlock		Single
		{	FolderID		LLUUID	}
		{	Name			Variable	1	}
	}
}
==Usage and Notes==
Category:Messages
CreateNewOutfitAttachments

==Message Layout==
{
	CreateNewOutfitAttachments Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		HeaderData			Single
		{	NewFolderID			LLUUID	}
	}
	{
		ObjectData			Variable
		{	OldItemID			LLUUID	}
		{	OldFolderID			LLUUID	}
	}
}
==Usage and Notes==
Category:Messages
Create Animations with Poser

A few tips for using Poser 5-7 to create animations for use in SL.
First, you will want to download the SL avatar model files. These models can be used to generate more accurate animations for upload into SL. You can download the models from here. Installation instructions are in the zipped file. There are also example BVH files that may be of interest.
After you install the SL avatar figures in Poser you will want to select the male or female figure from the Library to use in your workspace.
To export from Poser, choose File/Export/BVH File. Save the file as a BVH file.
To import to SL, choose File/Upload Animation and select the BVH file you've just saved. The preview box gives you options for renaming, setting the priority, looping, hand positions, expressions, etc.
For users of Poser 7, the procedures will remain the same. If you decide to use the non-linear features of Poser 7 to animate, consider saving a Poser document of the animation as well for backup - exporting an animation to BVH will flatten it to a simple linear animation, making further NLA tweaks difficult.
==Related Articles==
* How to create animations
== Contributor ==
* FlipperPA Peregrine
* Patchouli Woollahra
Poser 5
Poser 5
Poser 5
Create Group

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
* How do I create my own group?
* :Category:Groups
Create Objects

=== Feature Design Document ===
(none)
=== Functional Spec ===
Build Tools Functional Spec
=== Test scripts ===
Building Tools Test
Build Simple Object Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Objects
Select Objects
=== User Guides ===
(none)
Create Trees and Grass

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
apparently none.
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Render Correctness
=== User Guides ===
(none)
Creating a private space for my business in Second Life

Want to create a private space for your business in Second Life? Maybe you and a group of friends are looking for a gathering place which can expand as your community grows! Maybe you have visions of a world under your own control, where you add land with each increase of your population.
Imagine your own island getaway in Second Life! Owning your own virtual island in Second Life has many benefits.
* You can limit access to your private island, or welcome the whole Second Life community – it's up to you!
* Choose from six different topologies depending on your needs.
* Or, if you like, you can send us your own terrain file to create your own specialized island.
* Islands can be grouped, or joined together to create a contiguous space, so you can add to your land mass as your community and projects grow!
* You're free to choose your own name, and your own rating (PG or Mature).
Pricing
Island pricing starts out at at US$ 1,000 for 65,536 square meters. With a monthly land use fee of US$ 295.
There is a discount available to qualified individuals and institutions. For complete information about Island pricing and available discounts, please visit the official 
Private Island Pricing page
Additional information can also be found at the Land Store page.
See also: Private Island
Creating an FMOD package for Autobuild

Creating your own FMOD package archive for autobuild to use.
An autobuild installable package is a bz2 archive containing these directories:
|-bin
|
|-include
|
|-lib
| |-debug
| |
| |-release
|
|-LICENSES
Empty directories may be omitted.
For FMOD, you need to place fmod375\api\inc\fmod.h and fmod_errors.h into the include directory, fmod375\api\lib\fmodvc.lib into lib\debug and lib\release (rename it to fmod.lib), and fmod375\api\fmod.dll also into lib\debug and lib\release. The appropriate license should be placed in LICENSES.
Once these files are in place, archive the directory structure into a bz2 file.
Creative Commons License Machine

There is a Creative Commons License Machine at various places in Second Life. There is one at the CC headquarters and one at the Nota Bene notary in Obscure.
The machine leads you through a series of questions to select a Creative Commons license for a work. When done, it rezs a small "badge" prim that you can attach to the work or leave near it. The badge shows the type of license and can produce detailed information when touched.
It was built by User:Zarf Vantongerloo. Ask him if you have questions...
The source code for the machine is now open source, under the Gnu Public License:
* Kiosk Script
* Kiosk Program
* Badge Script
Creative Commons License Machine/Kiosk Program

This relies on a set of images, that I still haven't uploaded...
== default
"help": give Creative-Commons-Help
"restart": reset
"back": back
touch: say | Say one of the red menu options on the screen.
== start
init: image opener; timeout 0; anyone; licenseDie
"start": user; go intro
touch: user; go intro
== intro
init: image intro
"next": go menu
touch: go menu
== menu
init: image menu-alt
"start": say | Great, let's begin; go step-1
"movie": go movies
"web": website
== movies
init: image movies
"past": go screen
"creative": go screen
== screen
init: image screen
"stop": back
== step-1
init: image step-1; report commercial-use | Commercial use allowed: 
"yes": set commercial-use yes; go step-2
"no": set commercial-use no; go step-2
== step-2
init: image step-2; report modifications | Work can be modified: 
"yes": set modifications yes; go step-3
"share": set modifications share; go step-3
"no": set modifications no; go step-3
== step-3
init: image step-3; report format | Format: 
listen: set format *; go step-4
== step-4
init: image step-4; licenseDie
"a": go step-4a
"b": go step-4b
"c": go step-4c
"d": go step-4d
"e": go step-4e
"f": go step-4f
"g": go step-4g
"next": go lic; licenseRez
"done": go lic; licenseRez
touch: go lic; licenseRez
== step-4a
init: image step-4a; timeout 180; report title | Title: 
listen: set title *; back
"skip": back
== step-4b
init: image step-4b; timeout 240; report description | Description:
listen: set description *; back
"skip": back
== step-4c
init: image step-4c; timeout 180; report tags | Tags: 
listen: set tags *; back
"skip": back
== step-4d
init: image step-4d; timeout 120; report creator | Creator:
listen: set creator *; back
"me": setUser creator; back
"skip": back
== step-4e
init: image step-4e; timeout 120; report holder | Copyright Holder: 
listen: set holder *; back
"me": setUser holder; back
"skip": back
== step-4f
init: image step-4f; report year | Copyright Year: 
listen: set year *; back
"now": setNow year; back
"skip": back
== step-4g
init: image step-4g; timeout 180; report source | Source URL: 
listen: set source *; back
"skip": back 
== lic
init: licenseImage; timeout 300
"next": go next
touch: go next
== next
init: image next; anyone; timeout 300
"done": reset
touch: reset
Crime Scene Bots

The CSI Lab Crime Scene Bots are the brainchild of Angela Talamasca. Their underlying code base is built upon the LibOpenMetaverse frame work with hooks into the original Test Client. To ensure scalability and extensibility the bots interact with a data gateway which seamlessly accesses multiple persistent data stores such as sql databases, excel workbooks, and text files. Additionally, the bot factory has been designed to dynamically generate a variety of functional classes, including but not limited to liasons, presenters, instructors, curators, and crime scene crash test dummies. The integrated search feature is being rewritten because google deprecated their interface. Navigation is a combination of random paths interspersed with random sits & waits, and programmatically generated paths. Complex navigation is based upon simulated annealing concepts. The chatbot interface presently relies upon pandorabots, though this will eventually be replaced by proprietary conversational AI software that was featured in .Net magazine in the spring of 2005.
CrossedRegion

==Message Layout==
{
	CrossedRegion Medium Trusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		RegionData		Single
		{	SimIP			IPADDR	}
		{	SimPort			IPPORT	}
		{	RegionHandle	U64	}
		{	SeedCapability	Variable	2	}	
	}
	{
		Info			Single
		{	Position		LLVector3	}
		{	LookAt			LLVector3	}
	}
}
==Usage and Notes==
Category:Messages
Cummeres Guides

== Welcome ==
Welcome to the Cummere's Guides. These are pages I am making as kind of a cheat sheet for finding support. While there are many guides out there, I wanted one that would be quick, simple and easy to follow. If you've found this page, very likely you need support, and I hope these guides can help you find it quickly. The Links to the guides themselves will be at the bottom but I do recommended if this is your first time here, reading through the page. 
----
== Where do I get support? ==
Second Life has many great support systems availible.
* There is the Knowledge Base which has a bunch of information on almost anything related to Second Life and how it works.
* There is the Second Life Answers which is where you can go to ask questions from more experienced users and volunteers. 
* There is the Issue tracker often referred to as the Jira which is where bugs that affect many users and new feature requests should go.
* There is the Support Portal where, depending on your membership level you can file Support Tickets or talk to a Live support representative. This is where things that affect your account specifically or land you own usually should be taken to first. 
----
== Which support system should I use? ==
I suggest starting with the Knowledge Base and seeing if your problem or question is listed there. If its not listed, or if it is listed but the suggestions offered don't work then time to move on.
The next step is to ask yourself "Is this a bug or technical issue, a Billing issue, or a request to add something new? If the answer is no, then you should probably go to the Second Life Answers page. If the answer is yes, then it needs to go either to the Support Portal or to the Jira.
Here is where it gets tricky. It can sometimes be hard to figure out if something should go to the Support Portal or to the Jira so here's some general guidelines.
If it involves:
*Billing
*Lost inventory
*Inability to Log in
*Something that makes your avatar unable to function correctly
*Anything that only seems to affect your account(s)
*Anything time sensitive (it needs fixed in a hurry) 
It usually should go to the Support Portal.
If it involves:
*A feature you want to see added or returned to Second Life
*A bug that affects multiple accounts owned by multiple people
*A bug someone else can see and can reproduce
*Anything a Linden Lab employee told you to make a Jira for.
Then most likely should go to the Jira.
If you aren't sure, you can always go to support and describe your issue and ask nicely where it should go.
----
== Links to my Guides ==
* How to file a support ticket for lost inventory
* How to file a support ticket for Billing issues
* How to file a support ticket for an appeal of a Governance team action
* How to file a support ticket for a rollback (Mainly for Concierge members)
* How to file a support ticket for a bug/account issue
* How to file a Feature Request in Jira.
* How to file a Bug Report in Jira.
Cummeres Guides/Jira BugReports

== First Steps Before Creating a Jira==
First, login to the Jira site with your Second Life Avatar name and password. 
The next step when making any Jira is to make sure that someone else hasn't already filed one with the same thing you are reporting or requesting. This insures that all issues get the attention they need much faster. To check to see if your issue was already made go to the Quick Search box and try typing in some keywords. For example if your Jira is about a way avatars can go invisible try searching invisible avatars. Usuall a few pages of results pop up. Check the first couple of pages worth to see if your issue is there.
If you cant find your issue its time to make one. Press the "Create New Issue" Button.
----
== Basic First Steps ==
First we need to pick the project and type of bug report to file. Here's a list of the normal keys most residents are likely to use:
*VWR This is for anything that affects the normal viewers or affects all viwers
*SNOW This is for anything that affects ONLY the Snowglobe viewer
*SVR This is for anything that affects the servers (inventory, IM's, etc)
*WEB This is for anything that happens on any Second Life website
Next since we are talking about bug reports we select bug from the next drop down menu.
Curtain script

== About this script: ==
 Drop this script into the prim you want to use as a curtain etc. 
 The script will change the length of the prim on one or more axes. 
 Use sliced or path-cut prims to keep an edge stationary, e.g. in a blind.
 For a Mesh prim, arrange for the pivot point to be on one edge.
You can use these scripts with any prim type.
// Prim Resizer (shrink/expand) by Omei Qunhua
// e.g. Roll a blind from the top. (use a prim with slice end = 50%)
// Note: This script can rescale a prim on any or all axes
// Define the large and small sizes of the prim here:-
// (if the prim is sliced or path cut, it will appear to be half size on the affected dimension)
vector gScaleLarge = <0.1, 3.0, 6.0>;
vector gScaleSmall = <0.1, 3.0, 1.2>;
integer gSteps = 20; 	// Number of steps in the shrink/expand process
float gSwitch = 1.0; 	// Action on first touch. +1.0 = shrink, -1.0 = expand
default
{
 state_entry()
 {
	llSetScale(gScaleLarge);
 }
 on_rez(integer x)
 {
	llResetScript();
 }
 touch_start(integer total_number)
 {
	vector ScaleStep = (gScaleLarge - gScaleSmall) / gSteps; // Compute the scale augment per step
	vector wscale = llGetScale();
	gSwitch *= -1; 	// Switch between stretch and contract
	integer i;
	for ( ; i < gSteps; ++i )
	{
	 // It is more lag-friendly to incorporate a sleep per step
	 // Rather than greatly increasing the number of steps
	 llSleep(0.1); 	
	 llSetScale(wscale + ScaleStep * (float) i * gSwitch); 
	}
 }
}