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		<title>Secondlife News</title>
		<description>Secondlife Resources, Free script, Videos and More</description>
		<link>http://www.2lifeblog.com</link>
		<lastBuildDate>Thu, 09 Sep 2010 01:04:14 +0100</lastBuildDate>
		<generator>FeedCreator 1.7.2</generator>
		<image>
			<url>http://www.2lifeblog.com/images/M_images/atom03.gif</url>
			<title>Secondlife News</title>
			<link>http://www.2lifeblog.com</link>
			<description>Secondlife Resources, Free script, Videos and More</description>
		</image>
		<item>
			<title>Cadena de enlaces 100 x 4</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=78&amp;Itemid=2</link>
			<description>Via dinerofai (http://dinerofair.com/cadena-de-enlaces-100-x-4/)r nos llega otra interesante cadena de enlaces para promocionar nuestro blog, pero lo que la diferencia de las demas, es que en este podemos promocionar hasta 4 sitios nuestos. Aqui abajo las bases. &amp;lt;&amp;mdash;&amp;ndash;Aqui agregar en tu Blog&amp;mdash;-&amp;gt; Cadena de enlaces 100 enlaces x 4 1.- Deja tu link en un comentario, en Este  Articulo (http://dinerofair.com/cadena-de-enlaces-100-x-4/) comentando, que quieres participar. &amp;bull; Deja tu nombre :  Texto &amp;bull; Deja tu Link : nombredemipagina.com &amp;bull; Deja tu Link de la Cadena:  nombredemipagina.com/lugar de la Cadena&amp;hellip; &amp;bull; Agrega a los sitios : Ganando Dinero Online (http://dinerofair.com/) - Cadena (http://dinerofair.com/cadena-de-enlaces-100-x-4/) - Twitter (http://twitter.com/dinerofaircom) - Mybloglog (http://www.mybloglog.com/buzz/community/dinerofair/) - Technorati (http://technorati.com/faves?sub=addfavbtn add=http://www.dinerofair.com)Catrasca (http://www.catrasca.com/) - Cadena  (http://www.catrasca.com/cadena-de-enlaces-100-x-4/)- Twitter (http://twitter.com/mau77) - Mybloglog (http://www.mybloglog.com/buzz/members/mau77/) - Technorati (http://technorati.com/faves?sub=addfavbtn add=http://www.catrasca.com)Braulio aquino (http://braulioaquino.blogspot.com/) - Cadena (http://braulioaquino.blogspot.com/2008/10/cadena-de-enlaces-100-enlaces-x-4.html) - Twitter (http://twitter.com/braulioaquino) - Mybloglog (http://www.mybloglog.com/buzz/members/braulioaquino) - Technorati (http://technorati.com/faves?sub=addfavbtn amp;add=http://www.braulioauino.blogspot.com)2LifeBlog (http://www.2lifeblog.com) - Cadena (index.php?option=com_content task=view id=78 Itemid=2) - Twitter  (http://twitter.com/maxspawn)- Mybloglog (http://www.mybloglog.com/buzz/members/mybloglogba7a5e0b49f232d72b10/) - Technorati (http://technorati.com/people/technorati/maxspawn)Dinero en un Mes (http://dineroenunmes.blogspot.com/) - Cadena (http://dineroenunmes.blogspot.com/2008/10/cadena-de-enlaces-100x4.html) - Twitter (http://twitter.com/Dineroenunmes) - Mybloglog (http://www.mybloglog.com/buzz/community/ganardinerorapido/) - Technorati (http://www.mybloglog.com/buzz/community/ganardinerorapido/)Nuevo Zelda para Wii (http://bonusgame.blogspot.com/) -  Cadena (http://bonusgame.blogspot.com/2008/10/cadena-de-enlaces-100-enlaces-x-4.html) - Twitter (http://twitter.com/haikel) - Mybloglog (http://www.mybloglog.com/buzz/community/bonusgame/) - Technorati (http://technorati.com/people/technorati/haikel43)BlogNETariza (http://blognetariza.blogspot.com/) -  Cadena (http://blognetariza.blogspot.com/2008/10/cadena-de-enlaces-100-x-4.html) - Twitter (http://twitter.com/blognetariza) - Mybloglog (http://www.mybloglog.com/buzz/community/blognetariza/) - Technorati (http://www.technorati.com/people/technorati/blognetariza)Tecnologia Habitual (http://tecnologiahabitual.blogspot.com/) - Cadena (http://tecnologiahabitual.blogspot.com/2008/11/enlaces-100x4.html) - Twitter (http://twitter.com/msimonl) - Mybloglog (http://www.mybloglog.com/buzz/members/MarianoSimon/) - Technorati (http://technorati.com/blogs/tecnologiahabitual.blogspot.com)Vivencias Varias (http://vivenciasvarias.blogspot.com/) - Cadena (http://vivenciasvarias.blogspot.com/2008/05/cadena-de-enlaces-100-enlaces-x-4.html)- Twitter (http://twitter.com/vivenciasvarias) - Mybloglog (http://www.mybloglog.com/buzz/community/vivenciasvarias/) - Technorati (http://www.technorati.com/blogs/vivenciasvarias.blogspot.com)Juegos Vestir Moda (http://www.juegos-vestir-moda.com/) - Cadena (http://www.juegos-vestir-moda.com/varios/100-x-4-enlaces/)Juegos Auto escuela  (http://www.juegosautoescuelacoches.com/)- Cadena (http://www.juegosautoescuelacoches.com/varios/encadenada-a-100-x-4/)Juegos Cocina Pasteleria (http://www.juegoscocinapasteleria.com/) - Cadena (http://www.juegoscocinapasteleria.com/varios/gracias-a-100-x-4/)Juegos Nuevos Bonitos (http://www.juegos-nuevos-bonitos.com/) - Cadena (http://www.juegos-nuevos-bonitos.com/varios/proyecto-100-x-4/)juegos mmorpg gratis (http://www.juegosmmorpggratis.com/) - Cadena (http://www.juegosmmorpggratis.com/varios/es-100-x-4/)Mi Ventana  (http://www.jennydemalaga.es/)-  Cadena  (http://www.jennydemalaga.es/general/proyecto-de-100-x-4/#more-4214)Nidea blog de ayuda, informaci&amp;oacute;n (http://nideasinmas.blogspot.com/) - Cadena (http://nideasinmas.blogspot.com/2008/12/proyecto-de-100-x-4.html) - Twitter (http://twitter.com/nidea)Juegos vestir maquillaje (http://juegos-vestir-maquillar-peluqueria.com/) - Cadena (http://juegos-vestir-maquillar-peluqueria.com/proyecto-de-red-100x4/uncategorized/)Juegos dise&amp;ntilde;ar ropa (http://juegos-disenar-ropa-moda-diseno.com/) - Cadena (http://juegos-disenar-ropa-moda-diseno.com/red-100x4/varios/)Juegos online mmo (http://juegosonlinemmogratis.com/) - Cadena  (http://juegosonlinemmogratis.com/100x4-muchas-webs/sin-categoria/)Matar Humanos (http://matarhumanos.com/) - Cadena (http://matarhumanos.com/2008/12/05/100x4-muchos-blogs/)El rincon de bender (http://elrincondebender.com/) - Cadena (http://elrincondebender.com/100x4-iniciativa-unificadora/varios/)Deluxecelebrities (http://deluxecelebrities.com/) - Cadena  (http://deluxecelebrities.com/union-de-webs-100x4/uncategorized/)Juegos humor noticias (http://juegos-humor-noticias.com/) - Cadena (http://juegos-humor-noticias.com/agrupacion-de-blogs-100x4/varios/)Barbiestardollbratzdressup (http://barbiestardollbratzdressup.com/) - Cadena (http://barbiestardollbratzdressup.com/100x4-blogs-recomendados/varios/)Cocina y Restaurante (http://juegoscocinarestaurante.com/) - Cadena (http://juegoscocinarestaurante.com/100x4-muchas-paginas/varios/)Camina Conmigo (http://www.camina-conmigo.com/) - Cadena (http://www.camina-conmigo.com/premios-memes/2226/)Vestir famosos Cantantes (http://juegosvestirfamososcantantes.com/) - Cadena (http://juegosvestirfamososcantantes.com/100x4-paginas-recomendadas/varios/)Actualidad y noticias de famosos (http://actualidad-noticias-famosos.com/) - Cadena (http://actualidad-noticias-famosos.com/reunion-de-paginas-100x4/varios/#more-190)Juegos de vestir chicas y ni&amp;ntilde;as (http://juegosvestirchicasninas.com/) - Cadena (http://juegosvestirchicasninas.com/grupo-red-100x4/sin-categoria/)Juegos de vestir princesas, mu&amp;ntilde;ecas y hadas (http://juegosvestirprincesasmunecashadas.com/) - Cadena (http://juegosvestirprincesasmunecashadas.com/iniciativa-en-la-red-100x4/varios/)Noticias de famosos y famosas (http://noticiasfamosos.com/) - Cadena (http://noticiasfamosos.com/varios/reunion-de-webs-100x4/)Juegos de cocina y restaurante (http://juegoscocinarestaurante.com/) - Cadena  (http://juegoscocinarestaurante.com/100x4-muchas-paginas/varios/)Noticias de m&amp;uacute;sica (http://noticias-musica.com/) - Cadena (http://noticias-musica.com/agrupacion-de-webs-100x4/varios/)La cocina de Bende (http://lacocinadebender.com/)r - Cadena (http://lacocinadebender.com/100x4-proyecto-unificador/varios/)Juegos de cuidar, compras y amor (http://juegoscuidarcomprasamor.com/) - Cadena (http://juegoscuidarcomprasamor.com/red-union-100x4/varios/)Juegos de vestir, maquillaje y peinar nuevos (http://juegos-vestir-maquillaje-peinar-nuevos.com/) - Cadena (http://juegos-vestir-maquillaje-peinar-nuevos.com/100x4-webs-recomendadas/varios/)Amebas a la deriva, juegos, ocio y cultura (http://amebasaladeriva.com/) - Cadena (http://amebasaladeriva.com/agrupacion-de-paginas-100x4/iniciativas/) - Technorati (http://technorati.com/faves?add=http://www.amebasaladeriva.com)Ganar dinero con tu Blog (http://ganardinerocontublog.blogspot.com/) - Cadena (http://ganardinerocontublog.blogspot.com/2008/12/cadena-de-enlaces-100-enlaces-x-4.html)El Blog de De Cabo (http://www.decabo.com/)  (/)- Cadena (http://decabo.com/memes/2008/12/07/cadena-de-enlaces-100-enlaces-x-4/) - Technorati (http://technorati.com/faves/?add=http://decabo.com) - Twitter (http://twitter.com/decabo)La ventana Muerta (http://laventanamuerta.net/) - Cadena (http://laventanamuerta.net/cadena-de-enlaces-100-enlaces-x-4/) - Technorati (http://www.technorati.com/people/technorati/samutops)El morador del abismo (http://www.elmoradordelabismo.com/) - Cadena (http://www.elmoradordelabismo.com/cadena-de-enlaces-100-enlaces-x-4/) - Technorati (http://www.technorati.com/blogs/www.elmoradordelabismo.com)Diosas olvidadas (http://www.diosas-olvidadas.blogspot.com/) - Cadena (http://diosas-olvidadas.blogspot.com/2008/12/cadena-de-enlaces-100-x-4.html) - Technorati (http://www.technorati.com/blogs/diosas-olvidadas.blogspot.com)Diario de Pensador (http://www.diariodepensador.es/) - Cadena (http://www.diariodepensador.es/?p=833) - Technorati (http://technorati.com/blogs/www.diariodepensador.es)Frases y Flores (http://frases-elsacelsius.blogspot.com/) - Cadena (http://frases-elsacelsius.blogspot.com/2008/12/cadena-de-enlaces-100-enlaces-x-4.html) - Technorati (http://frases-elsacelsius.blogspot.com/2008/12/cadena-de-enlaces-100-enlaces-x-4.html)</description>
			<pubDate>Wed, 01 Oct 2008 22:47:19 +0100</pubDate>
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			<title>Metaverse also allows children access to torture, human sacrifice, suicide, illicit drugs</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=75&amp;Itemid=2</link>
			<description>Earlier this week, the world was rocked by some startling and unimaginable news from NBC&amp;#39;s New York affiliate, WNBC: There&amp;#39;s an online game called Second Life and people are having sex in the game!   Yes, in a devastating 2 minute expose, Michael Garguilo, ace reporter, took a steamy trip to the  dark side  of Second Life and found horrors beyond imagination - horrors that OUR CHILDREN can now take part in! [ZOMG!!!  </description>
			<pubDate>Sun, 31 Aug 2008 21:50:25 +0100</pubDate>
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			<title>Gotham: City of Heroes</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=76&amp;Itemid=2</link>
			<description>Just randomly browsing round the metaverse can actually prove useful. I found that out a little while ago, when I stumbled upon Gotham. I had first seen Gotham when it was mid-construction, so it didn&amp;rsquo;t look too good. It also took forever to build, so I personally thought it would take FOREVER to open.</description>
			<pubDate>Sun, 31 Aug 2008 21:50:25 +0100</pubDate>
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			<title>Mejorar tu ranking de Alexa</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=74&amp;Itemid=40</link>
			<description>La mayor&amp;iacute;a de las empresas anunciantes que venden publicidad, utilizan el Pagerank (http://www.mp3dseo.com/herramienta-para-predecir-tu-pagerank/) y el Ranking de Alexa, para determinar el valor de un sitio, y por ende, cuanto se puede pagar por colocar publicidad en el.  Trataremos de ver de que manera podemos incrementar nuestro ranking de Alexa.</description>
			<pubDate>Wed, 09 Jul 2008 15:32:01 +0100</pubDate>
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			<title>Alexa Redirect no funciona</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=73&amp;Itemid=40</link>
			<description>  Al parecer, uno de los trucos para mejorar el Ranking de Alexa dej&amp;oacute; de funcionar. La famosa redirecci&amp;oacute;n utilizada antes de la URL de su sitio del tipo http://redirect.alexa.com/redirect?www.your Site.com termina en una p&amp;aacute;gina de error 404, por lo que es fundamental, si haz usado esta t&amp;eacute;cnica, que revises tus enlaces.  </description>
			<pubDate>Wed, 09 Jul 2008 15:26:47 +0100</pubDate>
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			<title>Second Life Scripts</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=72&amp;Itemid=2</link>
			<description>Download some scripts for Second Life (index.php?option=com_docman Itemid=78) </description>
			<pubDate>Tue, 11 Dec 2007 22:12:52 +0100</pubDate>
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			<title>More Links</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=63&amp;Itemid=40</link>
			<description>0. Apple - How to Contact Us (http://www.apple.com/)Need to contact Apple? Information on retail stores, sales, service, and support is all available here.1. Boston MA Furniture Finishing Boston MA Wood Furniture Finishing Furniture Upholstery Finishing (http://www.secondlife.net/)Boston MA Furniture Finishing,2ndlife.net, &amp;gt; Boston MA Wood Furniture Finishing, Boston MA Furniture Upholstery &amp;gt; Finishing, Furniture Finishing, Wood Furniture Finishing, Custom Design, Contemporary Design   Furniture &amp;gt; Upholstery Finishing in Boston MA,   Massachusetts2. Contact GameOgre.com (http://gameogre.com/)Covers all aspects of Internet Gaming with such features as articles, interesting facts, and reviews.3. Contact Us | Teen Second Life (http://teen.secondlife.com/)Contact Us Second Life Support support@secondlife.com Customer Support Center Toll Free: * 1-800-961-6851 (US and Canada) * (00) 800 722 00010 (UK) * (0011) 800 722 00010 (Australia) 4. LSL Portal - Second Life Wiki (http://wiki.secondlife.com/)5. My Virtual Life (http://businessweek.com/)A journey into a place in cyberspace where thousands of people have imaginary lives. Some even make a good living. Big advertisers are taking notice6. Official Linden Blog (http://blog.secondlife.com/)The Official Blog of Linden Lab Education projects on the Teen Grid - A Glimpse Friday, December 29th, 2006 at 5:04 PM PST by claudialinden I thought I&amp;rsquo;d slip in my introduction before the new year begins and initiate the education category of the Linden Lab blog. I&amp;rsquo;m on the Community Development team and have been responding to the flood of requests from educational organizations to start projects on the Teen Grid of Second Life. Over the past year, a very energetic educator community has developed on the Main Grid. Pathfinder Linden set up the 7. Popular Science (http://popsci.com/)  Give the Gift of Popular Science Magazine Subscribe Newsletter  Home What&amp;#39;s New How2.0 Science Computers   Elec. Aviation   Space Automotive Tech 8. Reuters/Second Life (http://secondlife.reuters.com/)Home Second Life The Blog Business Community Economy Interviews Lifestyle Warren Ellis Real Life Top News Internet News Oddly Enough Entertainment Reuters Video 9. SECOND LIFE FORUM (http://www.second-life-forum.de/)Neue deutschsprachige Community mit News, FAQ, Tutorials und Forum f r Second Life10. SL Exchange - Second Life Commerce (http://slexchange.com/)Login Register       Marketplace   SL Currency Exchange   Real Estate   Auctions   Forums Login First Name Last Name 11. Second Life - Metaverse (http://trumpy.cs.elon.edu/)12. Second Life : Le Forum - Accueil (http://secondlifeforum.fr/)Second Life : Le Forum - Accueil13. Second Life Books -- Contact Us (http://secondlifebooks.com/)Receive email notification of new additions to our inventory! Select a Category Abolition Agriculture Americana Beats Black Cookery Courtesy Crime Economics 14. Second Life Community Convention 2006 (http://slconvention.com/)Second Life Community Convention 2006 is a real-world gathering of Second Life residents in San Francisco.15. Second Life Education Research (http://secondlife.intellagirl.com/)Home About Contact Second Life Education Research Intellagirl Ponders the Possibilities CVE, MUVE, MMOE, MMORPG What s the difference? December 26th, 2006 16. Second Life Herald (http://www.secondlifeherald.com/)Second Life Herald Advertisements [AD] Disclaimer The Second Life Herald is in no way, shape or form associated with Linden Lab (the company that operates Second Life), nor with Electronic Arts, nor any other aspect of the Dark Side of the Force. 17. Second Life Insider (http://www.secondlifeinsider.com/)18. Second Life Tips and Tricks (http://virtualunderworld.net/)Ariane Brodies&amp;#39;s Second Life Tips Tricks and Scripts19. Second Life forum (http://slforum.be/)Niet ingelogd ( Login Second Life forum Discussies Categorie&amp;euml;n Zoeken ChatBox Welkom, Gast U bent niet ingelogd. Inloggen heeft als voordeel: 1. in &amp;eacute;&amp;eacute;n oogopslag de nieuwe discussies en commentaren zien 20. Second Life tambi n existe - En Espa ol desde Espa a al Mundo Second Life para la Comunidad Hispana - Contactar (http://www.mundosecondlife.com/)Toda la informaci n sobre second life y negocios en espa ol desde Espa a para la comunidad hispana21. Second Life | Contact (http://secondlife.com/)Resident Login Join COMMUNITY Search Forums Events Volunteer Education CONNECTIONS Official Linden Blog Media Music Fashion Resident Sites Newsletter 22. Sundance Channel - Second Life Blog (http://sundancechannel.com/)Login Create Account SEARCH WEB EXCLUSIVES Second Life Blog Art of Seduction Asia Extreme FILM CONTESTS Exposure Short Film Contest College Television Awards Film Contest 23. Wonderland: Cory O on Second Life (http://crystaltips.typepad.com/)Wonderland ... we play games. DEL.ICIO.US Search Maybe useful... people we know .. akma aleks krotoski anno mitchell ant colfelt ben hammersley brian baglow 24. Xmas day attack on Second Life - PC News at GameSpot (http://gamespot.com/)Second Life for PC News at GameSpot. GameSpot provides in-depth news about Second Life and hundreds of other games, including game announcements, developer interviews, screenshots, sales figures, hands-on impressions, video interviews, and movies.25. YouTube - Broadcast Yourself. (http://youtube.com/)Home Sign Up My Account History QuickList Help Log In     About YouTube Press Room Advertising Contact Us Jobs at YouTube Help Center Contact Us 26. del.icio.us/help/contact (http://del.icio.us/)learn more about our tagometer badge on our blog hide this skip to content del.icio.us /  help / contact popular recent login register help 27. digg / about us (http://digg.com/)Username: Password: Remember Me? digg News Videos Podcasts Join Digg Login Search the News... Questions, Feedback, or Comments feedback@digg.com Notify Us of Abuse 28. secondlifespain - espa a en Second Life - Contactar (http://www.secondlifespain.com/)secondlifespain.com - la primera comunidad de espa oles en Second Life - podr s hablar en espa ol de nuevos negocios, destinos interesantes, LSL, modelado 3D, creaci n de clanes y clubes espa oles, compraventa y alquiler de tierra, casas y locales... todo lo que interesa a la primera red social espa ola dentro de Seocond Life - Espa a ya est en Second Life!29. www.secretsofsecondlife.com (http://secretsofsecondlife.com/)home fmstudio itunes feed rss feed rumor girls media artist secrets download second life advertise e-mail Secrets of Second Life #11 September 11th, 2006 </description>
			<pubDate>Wed, 30 May 2007 21:10:22 +0100</pubDate>
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			<title>Search result</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=62&amp;Itemid=2</link>
			<description></description>
			<pubDate>Sun, 13 May 2007 05:06:00 +0100</pubDate>
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			<title>09 - Steering the Vehicle</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=61&amp;Itemid=71</link>
			<description>Much like the linear motor, there is also an angular motor that is always on, and whose direction and magnitude can be set. For example, to make a vehicle turn at 5 degrees/sec around it&amp;rsquo;s local z-axis (its up-axis) you mightadd the following lines to its script:vector angular_velocity = &amp;lt;0, 0, 5 * PI / 180&amp;gt;;llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_velocity);The magnitude of the angular motor is capped to be no more than two rotations per second (4*PI radians/sec).Also like the linear motor it has an efficiency parameter, VEHICLE_ANGULAR_MOTOR_TIMESCALE, and a motor decay parameter, VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, which is set to the maximum possible value of 120 seconds by default.When steering a vehicle you probably don&amp;rsquo;t want it to turn very far or for very long. One way to do it using the angular motor would be to leave the decay timescale long, enable a significant amount of angular friction (to quickly slow the vehicle down when the motor is turned off) then set the angular motor to a large vector on a key press, and set it to zero when the key is released. Another way to do it is to set the VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE to a short value and push the vehicle about with a more impulsive method that sets the motor fast on a key press down (and optionally setting the motor to zero on a key up) relying on the automatic exponential decay of the motor&amp;rsquo;s effectiveness rather than a constant angular friction.Setting the angular motor to zero magnitude is different from allowing it to decay. When the motor completely decays it no longer affects the motion of the vehicle, however setting it to zero will reset the  grip  of the vehicle and will make the vehicle try to achieve zero angular velocity.For some vehicles it will be possible to use the  banking feature  to turn.  Banking  is what airplanes and motorcycles do when they turn. When a banking vehicle twists about its roll-axis there is a resultant spin around its yaw-axis. Banking is only available when using the  vertical attractor  which is described below. 11.8. The Vertical AttractorSome vehicles, like boats, should always keep their up-side up. This can be done by enabling the  vertical attractor  behavior that springs the vehicle&amp;rsquo;s local z-axis to the world z-axis (a.k.a.  up ). To take advantage of this feature you would set the VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency, and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an efficiency of 1.0 will cause the spring to reach it&amp;rsquo;s equilibrium with exponential decay.llSetVehicleVectorParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 4.0);llSetVehicleVectorParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5);The vertical attractor is disabled by setting its timescale to anything larger than 300 seconds.Note that by default the vertical attractor will prevent the vehicle from diving and climbing. So, if you wanted to make a airplane you would probably want to unlock the attractor around the pitch axis by setting the VEHICLE_FLAG_LIMIT_ROLL_ONLY bit:llSetVehicleFlags(VEHICLE_FLAG_LIMIT_ROLL_ONLY);   11.9. BankingThe vertical attractor feature must be enabled in order for the banking behavior to function. The way banking works is this: a rotation around the vehicle&amp;rsquo;s roll-axis will produce a angular velocity around the yaw-axis,causing the vehicle to turn. The magnitude of the yaw effect will be proportional to the VEHICLE_BANKING_COEF, the angle of the roll rotation, and sometimes the vehicle&amp;rsquo;s velocity along it&amp;rsquo;s preferred axis of motion.The VEHICLE_BANKING_COEF can vary between -1 and +1. When it&amp;rsquo;s positive then any positive rotation (by the right-hand rule) about the roll-axis will effect a (negative) torque around the yaw-axis, making it turn to the right -- that is the vehicle will lean into the turn, which is how real airplanes and motorcycle&amp;rsquo;s work. Negating the banking coefficient will make it so that the vehicle leans to the outside of the turn (not very  physical  but might allow interesting vehicles so why not?).The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making banking vehicles do what you want rather than what the laws of physics allow. For example, consider a real motorcycle... it must be moving forward in order for it to turn while banking, however video-game motorcycles are often configured to turn in place when at a dead stop -- because they&amp;rsquo;re often easier to control that way using the limited interface of the keyboard or game controller. The VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic banking by fuctioning as a slider between a banking that is correspondingly totally static (0.0) and totally dynamic (1.0). By  static  we mean that the banking effect depends only on the vehicle&amp;rsquo;s rotation about it&amp;rsquo;s roll-axis compared to  dynamic  where the banking is also proportional to it&amp;rsquo;s velocity along it&amp;rsquo;s roll-axis. Finding the best value of the  mixture  will probably require trial and error.The time it takes for the banking behavior to defeat a pre-existing angular velocity about the world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to bank quickly then give it a banking timescale of about a second or less, otherwise you can make a sluggish vehicle by giving it a timescale of several seconds.11.10. Friction TimescalesVEHICLE_LINEAR_FRICTION_TIMESCALE is a vector parameter that defines the timescales for the vehicle to come to a complete stop along the three local axes of the vehicle&amp;rsquo;s reference frame. The timescale along each axis is independent of the others. For example, a sliding ground car would probably have very little friction along its x- and z-axes (so it can easily slide forward and fall down) while there would usually significant friction along its y-axis:llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, &amp;lt;1000, 1000, 3&amp;gt;);Remember that a longer timescale corresponds to a weaker friction, hence to effectively disable all linear friction you would set all of the timescales to large values.Setting the linear friction as a scalar is allowed, and has the effect of setting all of the timescales to the same value. Both code snippets below are equivalent, and both make friction negligible:// set all linear friction timescales to 1000llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, &amp;lt;1000, 1000, 1000&amp;gt;);// same as above, but fewer charactersllSetVehicleFloatParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, 1000);VEHICLE_ANGULAR_FRICTION_TIMESCALE is also a vector parameter that defines the timescales for the vehicle to stop rotating about the x-, y-, and z-axes, and are set and disabled in the same way as the linear friction. 11.11. BuoyancyThe vehicle has a built-in buoyancy feature that is independent of the llSetBuoyancy call. It is recommended that the two buoyancies do not mix! To make a vehicle buoyant, set the VEHICLE_BUOYANCY parameter to something between 0.0 (no buoyancy whatsoever) to 1.0 (full anti-gravity).The buoyancy behavior is independent of hover, however in order for hover to work without a large offset of the VEHICLE_HOVER_HEIGHT, the VEHICLE_BUOYANCY should be set to 1.0.It is not recommended that you mix vehicle buoyancy with the llSetBuoyancy script call. It would probably cause the object to fly up into space.11.12. HoverThe hover behavior is enabled by setting the VEHICLE_HOVER_TIMESCALE to a value less than 300 seconds; larger timescales totally disable it. Most vehicles will work best with short hover timescales of a fewseconds or less. The shorter the timescale, the faster the vehicle will slave to is target height. Note, that if the values of VEHICLE_LINEAR_FRICTION_TIMESCALE may affect the speed of the hover.Hover is independent of buoyancy, however the VEHICLE_BUOYANCY should be set to 1.0, otherwise the vehicle will not lift itself off of the ground until the VEHICLE_HOVER_HEIGHT is made large enough to counter the acceleration of gravity, and the vehicle will never float all the way to its target height.The VEHICLE_HOVER_EFFICIENCY can be thought of as a slider between bouncy (0.0) and smoothed (1.0).When in the bouncy range the vehicle will tend to hover a little lower than its target height and the VEHICLE_HOVER_TIMESCALE will be approximately the oscillation period of the bounce (the real period will tend to be a little longer than the timescale).For performance reasons, until improvements are made to the Second Life physics engine the vehicles can only hover over the terrain and water, so they will not be able to hover above objects made out of primitives, such as bridges and houses. By default the hover behavior will float over terrain and water, however this can be changed by setting some flags:If you wanted to make a boat you should set the VEHICLE_HOVER_WATER_ONLY flag, or if you wanted to drive a hover tank under water you would use the VEHICLE_HOVER_TERRAIN_ONLY flag instead. Finally, if you wanted to make a submarine or a balloon you would use the VEHICLE_HOVER_GLOBAL_HEIGHT.Note that the flags are independent of each other and that setting two contradictory flags will have undefined behavor. The flags are set using the script call llSetVehicleFlags().The VEHICLE_HOVER_HEIGHT determines how high the vehicle will hover over the terrain and/or water, or the global height, and has a maximum value of 100 meters. Note that for hovering purposes the  center  of the vehicle is its  center of mass  which is not always obvious to the untrained eye, and it changes when avatar&amp;rsquo;s sit on the vehicle.  11.13. Reference FrameThe vehicle relies on the x- (at), y- (left), and z- (up) axes in order to figure out which way it preferres to move and which end is up. By default these axes are identical to the local axes of the root primitive of the object, however this means that the vehicle&amp;rsquo;s root primitive must, by default, be oriented to agree with the designed at, left, and up axes of the vehicle. But, what if the vehicle object was already pre-built with the root primitive in some non-trivial orientation relative to where the vehicle as a whole should move? This is where the VEHICLE_REFERENCE_FRAME parameter becomes useful; the vehicle&amp;rsquo;s axes can be arbitrarily reoriented by setting this parameter.As an example, suppose you had built a rocket out of a big cylinder, a cone for the nose, and some stretched cut boxes for the fins, then linked them all together with the cylinder as the root primitive. Ideally the rocket would move nose-first, however the cylinder&amp;rsquo;s axis of symmetry is its local z-axis while the default  at-axis  of the vehicle, the axis it will want to deflect to forward under angular deflection, is the local x-axis and points out from the curved surface of the cylinder. The script code below will rotate the vehicle&amp;rsquo;s axes such that the local z-axis becomes the  at-axis  and the local negative x-axis becomes the  up-axis :// rotate the vehicle frame -PI/2 about the local y-axis (left-axis)rotation rot = llEuler2Rot(0, PI/2, 0);llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, rot);Another example of how the reference frame parameter could be used is to consider flying craft that uses the vertical attractor for stability during flying but wants to use VTOL (vertical takeoff and landing). During flight the craft&amp;rsquo;s dorsal axis should point up, but during landing its nose-axis should be up. To land the vehicle: while the vertical attractor is in effect, rotate the existing VEHICLE_REFERENCE_FRAME by +PI/2 about the left-axis, then the vehicle will pitch up such that it&amp;rsquo;s nose points toward the sky. The vehicle could be allowed to fall to the landing pad under friction, or a decreasing hover effect. Download the complete guide  (scripts/LSLGuide.pdf) </description>
			<pubDate>Sat, 12 May 2007 01:59:24 +0100</pubDate>
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			<title>08 - Vehicles</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=60&amp;Itemid=70</link>
			<description>Vehicles are a new feature now available for use through LSL. This chapter will cover the basics of how vehicles work, the terms used when describing vehicles, and a more thorough examination of the api available.There are several ways to make scripted objects move themselves around. One way is to turn the object into a  vehicle . This feature is versatile enough to make things that slide, hover, fly, and float. Some of the behaviors that can be enabled are: &amp;bull; deflection of linear and angular velocity to preferred axis of motion&amp;bull; asymmetric linear and angular friction&amp;bull; hovering over terrain/water or at a global height&amp;bull; banking on turns&amp;bull; linear and angular motor for push and turning11.1. OverviewEach scripted object can have one vehicle behavior that is configurable through the llSetVehicleType, llSetVehicleFloatParam, llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags, and llRemoveVehicleFlags library calls.These script calls are described in more detail below, but the important thing to notice here is that the vehicle behavior has several parameters that can be adjusted to change how the vehicle handles. Depending on the values chosen the vehicle can veer like a boat in water, or ride like a sled on rails.Setting the vehicle flags allow you to make exceptions to some default behaviors. Some of these flags only have an effect when certain behaviors are enabled. For example, the VEHICLE_FLAG_HOVER_WATER_ONLY will make the vehicle ignore the height of the terrain, however it only makes a difference if the vehicle is hovering.11.2.WarningsVehicles are new in Second Life 1.1 and some of the details of their behavior may be changed as necessary to ensure stability and user safety. In particular, many of the limits and defaults described in the appendices will probably change and should not be relied upon in the long term.It is not recommended that you mix vehicle behavior with some of the other script calls that provide impulse and forces to the object, especially llSetBuoyancy, llSetForce, llSetTorque, and llSetHoverHeight.While the following methods probably don&amp;rsquo;t cause any instabilities, their behavior may conflict with vehicles and cause undesired and/or inconsistent results, so use llLookAt, llRotLookAt, llMoveToTarget, and llTargetOmega at your own risk.If you think you have found a bug relating to how vehicle&amp;rsquo;s work, one way to submit the problem is to give a copy of the vehicle and script to Andrew Linden with comments or a notecard describing the problem. Please name all submissions  Bugged Vehicle XX  where XX are your Second Life initials. The vehicle and script will be examined at the earliest convenience.   11.3. DefinitionsThe terms  roll ,  pitch , and  yaw  are often used to describe the modes of rotations that can happen to a airplane or boat. They correspond to rotations about the local x-, y-, and z-axis respectively.   The right-hand-rule, often introduced in beginning physics courses, is used to define the direction of positive rotation about any axis. As an example of how to use the right hand rule, consider a positive rotation about the roll axis. To help visualize how such a rotation would move the airplane, place your right thumb parallel to the plane&amp;rsquo;s roll-axis such that the thumb points in the positive x-direction, then curl the four fingers into a fist. Your fingers will be pointing in the direction that the plane will spin.   Many of the parameters that control a vehicle&amp;rsquo;s behavior are of the form:VEHICLE_BEHAVIOR_TIMESCALE. A behavior&amp;rsquo;s  timescale  can usually be understood as the time for the behavior to push, twist, or otherwise affect the vehicle such that the difference between what it is doing, and what it is supposed to be doing, has been reduced to 1/e of what it was, where  e  is the natural exponent (approximately 2.718281828). In other words, it is the timescale for exponential decay toward full compliance to the desired behavior. When you want the vehicle to be very responsive use a short timescale of one second or less, and if you want to disable a behavior then set the timescale to a very large number like 300 (5 minutes) or more. Note, for stability reasons, there is usually a limit to how small a timescale is allowed to be, and is usually on the order of a tenth of a second. Setting a timescale to zero is safe and is always equivalent to setting it to its minimum. Any feature with a timescale can be effectively disabled by setting the timescale so large that it would take them all day to have any effect.  11.4. Setting the Vehicle TypeBefore any vehicle parameters can be set the vehicle behavior must first be enabled. It is enabled by calling llSetVehicleType with any VEHICLE_TYPE_*, except VEHICLE_TYPE_NONE which will disable the vehicle. See the vehicle type constants section for currently available types. More types will be available soon. Setting the vehicle type is necessary for enabling the vehicle behavior and sets all of the parameters to its default values. For each vehicle type listed we provide the corresponding equivalent code in long format. Is is important to realize that the defaults are not the optimal settings for any of these vehicle types and that they will definitely be changed in the future. Do not rely on these values to be constant until specified. Should you want to make a unique or experimental vehicle you will still have to enable the vehicle behavior with one of the default types first, after which you will be able to change any of the parameters or flags within the allowed ranges.Setting the vehicle type does not automatically take controls or otherwise move the object. However should you enable the vehicle behavior while the object is free to move and parked on a hill then it may start to slide away.We&amp;rsquo;re looking for new and better default vehicle types. If you think you&amp;rsquo;ve found a set of parameters that make a better car, boat, or any other default type of vehicle then you may submit your proposed list of settings to Andrew Linden via a script or notecard.11.5. Linear and Angular DeflectionA common feature of real vehicles is their tendency to move along  preferred axes of motion . That is, due to their wheels, wings, shape, or method of propulsion they tend to push or redirect themselves along axes that are static in the vehicle&amp;rsquo;s local frame. This general feature defines a class of vehicles and included in this category a common dart is a  vehicle : it has fins in the back such that if it were to tumble in the air it would eventually align itself to move point-forward -- we&amp;rsquo;ll call this alignment effect angular deflection.A wheeled craft exhibits a different effect: when a skateboard is pushed in some direction it will tend to redirect the resultant motion along that which it is free to roll -- we&amp;rsquo;ll call this effect linear deflection.  So a typical Second Life vehicle is an object that exhibits linear and/or angular deflection along the  preferential axes of motion . The default preferential axes of motion are the local x- (at), y- (left), and z- (up) axes of the local frame of the vehicle&amp;rsquo;s root primitive. The deflection behaviors relate to the x-axis (at): linear deflection will tend to rotate its velocity until it points along it&amp;rsquo;s positive local x-axis while the angular deflection will tend to reorient the vehicle such that it&amp;rsquo;s x-axis points in the direction that it is moving. The other axes are relevant to vehicle behaviors that are described later, such as the vertical attractor which tries to keep a vehicle&amp;rsquo;s local z-axis pointed toward the world z-axis (up). The vehicle axes can be rotated relative to the object&amp;rsquo;s actual local axes byusing the VEHICLE_REFERENCE_FRAME parameter, however that is an advanced feature and is covered in detail in a later section of these documents.Depending on the vehicle it might be desirable to have lots of linear and/or angular delfection or not. The speed of the deflections are controlled by setting the relevant parameters using the llSetVehicleFloatParam script call.Each variety of deflection has a  timescale  parameter that determines how quickly a full deflection happens.Basically the timescale it the time coefficient for exponential decay toward full deflection. So, a vehicle that deflects quickly should have a small timescale. For instance, a typical dart might have a angular deflection timescale of a couple of seconds but a linear deflection of several seconds; it will tend to reorient itself before it changes direction. To set the deflection timescales of a dart you might use the lines below: llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 2.0);llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 6.0);Each variety of deflection has an  efficiency  parameter that is a slider between 0.0 and 1.0. Unlike the other efficiency parameter of other vehicle behaviors, the deflection efficiencies do not slide between  bouncy  and  damped , but instead slide from  no deflection whatsoever  (0.0) to  maximum deflection  (1.0). That is, they behave much like the deflection timescales, however they are normalized to the range between 0.0 and 1.0.  11.6. Moving the VehicleOnce enabled, a vehicle can be pushed and rotated by external forces and/or from script calls such as llApplyImpulse, however linear and angular motors have been built in to make motion easier and smoother.Their directions can be set using the llSetVehicleVectorParam call. For example, to make the vehicle try to move at 5 meters/second along its local x-axis (the default look-at direction) you would put the following line in your script: llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, &amp;lt;5, 0, 0&amp;gt;);To prevent vehicles from moving too fast the magnitude of the linear motor is clamped to be no larger than about 30 meters/second. Note that this is clamped mostly because of limitations of the physics engine, and may be raised later when possible.Setting the motor speed is not enough to enable all interesting vehicles. For example, some will want a car that immediately gets up to the speed they want, while others will want a boat that slowly climbs up to its maximum velocity. To control this effect you can use the VEHICLE_LINEAR_MOTOR_TIMESCALE parameter.Basically the  timescale  of a motor is the time constant for the vehicle to exponentially accelerate toward its fullspeed.What would happen if you were to accidentally set the vehicle&amp;rsquo;s linear velocity to maximum possible speed and then let go? It would run away and never stop, right? Not necessarily: an automatic  motor decay  has been built in such that all motors will gradually decrease their effectiveness after being set.Each time the linear motor&amp;rsquo;s vector is set its  grip  immediately starts to decay exponentially with a timescale determined by the VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, such that after enough time the motor ceases to have any effect. This decay timescale serves two purposes. First, since it cannot be set longer than 120 seconds, and is always enabled it gaurantees that a vehicle will not push itself about forever in the absence of active control (from keyboard commands or some logic loop in the script). Second, it can be used to push some vehicles around using a simple impulse model. That is, rather than setting the motor  on  or  off  depending on whether a particular key is pressed  down  or  up  the decay timescale can be set short and the motor can be set  on  whenever the key transitions from  up  to  down  and allowed to automatically decay.Since the motor&amp;rsquo;s effectiveness is reset whenever the motor&amp;rsquo;s vector is set, then setting it to a vector of length zero is different from allowing it to decay completely. The first case will cause the vehicle to try to reach zero velocity, while the second will leave the motor impotent.The two motor timescales have very similar names, but have different effects, so try not to get them confused.VEHICLE_LINEAR_MOTOR_TIMESCALE is the time for motor to  win , and VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE is the time for the motor&amp;rsquo;s  effectiveness  to decay toward zero. If you set one when you think you are changing the other you will have frustrating results. Also, if the motor&amp;rsquo;s decay timescale is shorter than the regular timescale, then the effective magnitude of the motor vector will be diminished.</description>
			<pubDate>Sat, 12 May 2007 01:27:13 +0100</pubDate>
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			<title>07 - Lists, Communication and Inventory</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=59&amp;Itemid=69</link>
			<description>Lists 8.1. Tables of Functions                Table 8-1. List Functions                                                                                 Function                                               llCSV2List                                               llDeleteSubList                                               llGetListEntryType                                               llGetListLength                                               llList2CSV                                               llList2Float                                               llList2Integer                                               llList2Key                                               llList2List                                               llList2ListStrided                                               llList2Rot                                               llList2String                                               llList2Vector                                               llListFindList                                               llListInsertList                                               llListRandomize                                               llListSort                                               llParseString2List                                                                     Communication 9.1. Tables of Functions                Table 9-1. InWorld Functions       Table 9-2. Messaging Functions                                                                         Function                                               llListen                                               llListenControl                                               llListenRemove                                               llSay                                               llShout                                               llWhisper                                                                                                               Function                                               llEmail                                               llGetNextEmail                                               llInstantMessage                                                          Inventory 10.1. Tables of Functions                Table 10-1. Inventory Functions                                                                               Function                                               llAllowInventoryDrop                                               llGetInventoryKey                                               llGetInventoryName                                                llGetInventoryNumber                                               llGetNotecardLine                                               llGiveInventory                                               llGiveInventoryList                                               llRemoveInventory                                               llRequestInventoryData                                               llRezObject                                                                                                                                           </description>
			<pubDate>Sat, 12 May 2007 01:13:19 +0100</pubDate>
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			<title>06 - Math and Strings</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=58&amp;Itemid=68</link>
			<description>6.1. Tables of Functions        Table 6-1. Trigonometry Functions     Table 6-2. Rotation Functions                                  Function                        llAbs                       llAcos                       llAsin                       llAtan2                       llCeil                       llCos                       llFabs                       llFloor                       llFrand                       llPow                       llRound                       llSin                       llSqrt                       llTan                 Table 6-3. Vector Functions                     Function                       llVecDist                       llVecMag                       llVecNorm                                                  Function                        llAngleBetween                       llAxes2Rot                       llAxisAngle2Rot                       llEuler2Rot                       llRot2Angle                       llRot2Axis                       llRot2Euler                       llRot2Fwd                       llRot2Left                       llRot2Up                       llRotBetween                        7. Strings                Table 7-1. String Functions                                                                         Function                                         llDeleteSubString                                         llGetSubString                                         llInsertString                                         llStringLength                                         llSubStringIndex                                         llToLower                                         llToUpper                                                                      </description>
			<pubDate>Thu, 10 May 2007 22:44:51 +0100</pubDate>
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			<title>05 - States</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=57&amp;Itemid=67</link>
			<description>All scripts must have a &amp;rsquo;default&amp;rsquo; state, which is the first state entered when the script starts. States contain event handlers that are triggered by the LSL virtual machine. All states must supply at least one event handler - it&amp;rsquo;s not really a state without one.When state changes, all callback settings are retained and all pending events are cleared. For example, if you have set a listen callback in the default state and do not remove it during state_exit(), the listen callback will be called in your new state if a new listen event passes the filter set in the default state.5.1. state_entry()The state_entry event occurs whenever a new state is entered, including program start, and is always the first event handled. No data is passed to this event handler.You will usually want to set callbacks for things such as timers and seonsor in the state_entry() callback of the state to put your object into a useful condition for that state.          Warning                 It is a common mistake to assume that the state_entry() callback is called when you rez an object out       of your inventory. When you derez an object into your inventory the current state of the script is saved,so there will not be a call to state_entry() during the rez. If you need to provide startup code every time       an object is created, you should create a global function and call it from both state_entry() and the       on_rez() callbacks.        // global initialization function.init()default        on_rez(integer start_param)                listen(integer channel, string name, key id, string message)        }    5.2. state_exit()The state_entry event occurs whenever the state command is used to transition to another state. It is handled before the new state&amp;rsquo;s state_entry event.You will want to provide a state_exit() if you need to clean up any events that you have requested in the current state, but do not expect in the next state.default}state TimerState        timer()                state_exit()        }integer g_listen_control;state ListenState        listen(integer channel, string name, key id, string message)                state_exit()        }  The state_exit() handler is not called when an object is being deleted - all callbacks, handlers, sounds, etc, will be cleaned up automatically for you.  5.3. States vs. Global variablesA state and a set of global variables can serve the same purpose, and each can be expressed in terms of the other.In general, you should prefer the use of states over global variables since states allow you to immediately assume script state without making comparisons. The less comparisons a script makes, the more regular code statements it can run.</description>
			<pubDate>Thu, 10 May 2007 22:43:46 +0100</pubDate>
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			<title>04 - Flow Control</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=56&amp;Itemid=66</link>
			<description>but the most basic scripts will require some kind of flow contol. LSL comes with a complete complement ofconstructs meant to deal with conditional processing, looping, as well as simply jumping to a different point inthe script.4.1. Conditional StatementsThe &amp;rsquo;if&amp;rsquo; statement operates and has the same syntax as the Java/C version.check_message(string message)        else if(message ==  close )                else        }The statements between the open and close curly brace are performed if the conditional inside the parenthesesevaluates to a non-zero integer. Once a conditional is determined to be true (non-zero), no further processing of&amp;rsquo;else&amp;rsquo; conditionals will be considered. The NULL_KEY constant is counted as FALSE by conditionalexpressions.There can be zero or more &amp;rsquo;else if&amp;rsquo; statements, and an optional final &amp;rsquo;else&amp;rsquo; to handle the case when none of the ifstatements evaluate to a non-zero integer.The usual set of integer arithmetic and comparison operators are available. // a function that accepts some information about its environment and// determines the the &amp;rsquo;best&amp;rsquo; next step. This kind of code might be// part of a simple box meant to move close to an agent and attach to// them once near. This code sample relies on the standard linden// library functions as well as two other methods not defined here.assess_next_step(integer perm, integer attached, integer balance, float dist)                else if((dist &amp;gt; 10.0) || ((dist &amp;gt; 20.0)    (balance &amp;gt; 1000)))                                else                        }}4.2. Loop ConstructsLoops are a basic building block of most useful programming languages, and LSL offers the the same loopcostructs as found in Java or C.4.2.1. for loopA for loop is most useful for when you know how many times you need to iterate over an operation. Just like aJava or C for loop, the parentheses have three parts, the initializer, the continuation condition, and the increment.The loop continues while the middle term evaluates to true, and the increment step is performed at the end ofevery loop.// move a non-physical block smootly upward (positive z) the the total// distance specified divided into steps discrete moves.move_up(float distance, integer steps)} 4.2.2. do-while loopThe do-while loop construct is most useful when you are sure that you want to perform an operation at leastonce, but you are not sure how many times you want to loop. The syntax is the same as you would find in a Javaor C program. A simple english transation would be &amp;rsquo;do the code inside the curly braces and continue doing it ifthe statement after the while is true. // output the name of all inventory items attached to this objecttalk_about_inventory(integer type)            else                    } while(continue);}4.2.3. while loopThe while loop behaves similarly to the do-while loop, excpet it allows you to exit the loop without doing asingle iteration inside.mention_inventory_type(integer type)}4.3. JumpsA jump is used to move the running script to a new point inside of a function or event handler. You cannot jumpinto other functions or event handlers. Usually, you will want to use a jump for in situations where the if..elsestatements would become too cumbersome. For example, you may want to check several preconditions, and exitif any of them are not met. attach_if_ready(vector target_pos)        // make sure we&amp;rsquo;re 10 or less meters away        vector pos = llGetPos()        float dist = llVecDist(pos, target_pos);        if(dist &amp;gt; 10.0)                // make sure we&amp;rsquo;re roughly pointed toward the target.        // the calculation of max_cos_theta could be precomputed        // as a constant, but is manually computed here to        // illustrate the math.        float max_cos_theta = llCos(PI / 4.0);        vector toward_target = llVecNorm(target_pos - pos);        rotation rot = llGetRot();        vector fwd = llRot2Fwd(rot);        float cos_theta = toward_target * fwd;        if(cos_theta &amp;gt; max_cos_theta)                // at this point, we&amp;rsquo;ve done all the checks.        attach();        @early_exit;} 4.4. State ChangeState change allow you to move through the lsl virtual machine&amp;rsquo;s flexible state machine by transitioning yourscript to and from user defined states and the default state. You can define your own script state by placing the keyword &amp;rsquo;state&amp;rsquo; before its name and enclosing the event handlers with open and close curly braces (&amp;rsquo;&amp;rsquo;.)You can invoke the transition to a new state by calling it with the syntax: &amp;rsquo;state &amp;lt;statename&amp;gt;&amp;rsquo;. default        timer()        } state SpinState        timer()                state_exit()        }  </description>
			<pubDate>Thu, 10 May 2007 22:33:45 +0100</pubDate>
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			<title>03 - Basics</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=55&amp;Itemid=65</link>
			<description>Now that we have seen a very simple script in action, we need to look at the our toolchest for writing scripts. Thenext set of tools we will consider are the basic building blocks for programming a script, and will be used inevery non-tribial scipt you write.3.1. CommentsCommmenting your scripts is a good idea, and will help when you update and modify the script, or when youadapt parts of it into other scripts. Unless the meaning is obvious, you should add comments:&amp;bull; at the start of the script to explain the purpose of the script&amp;bull; before every global variable to describe what it holds&amp;bull; before every global function to describe what it does&amp;bull; sprinked through your script wherever the code solves a problem that took you more than a few minutes tofigure out.LSL uses Java/C++ style single line comments. // This script toggles a the rotation of an object// g_is_rotating stores the current state of the rotation. TRUE is// rotating, FALSE otherwise.integer g_is_rotating = FALSE;default            else                    }}3.2. Arithmetic OperationsMost of the common arithmetic operations are supported in lsl, and follow the C/Java syntax.3.2.1. AssignmentThe most common arithmetic operation is assignment, denoted with the &amp;rsquo;=&amp;rsquo; sign. Loosely translated, it means,take what you find on the right hand side of the equal sign and assign it to the left hand side. Any expression thatevaluates to a basic type can be used as the right hand side of an assignment, but the left hand side must be anormal variable.All basic types support assignment &amp;rsquo;=&amp;rsquo;, equality &amp;rsquo;==&amp;rsquo; and inequality &amp;rsquo;!=&amp;rsquo; operators. // variables to hold a information about the targetkey g_target;vector g_target_postion;float g_target_distance;// function that demonstrates assignmentset_globals(key target, vector pos)3.2.2. Binary Arithmetic OperatorsBinary arithmetic operators behave like a funtion call that accepts two parameters of the same type, and thenreturn that type; however, the syntax is slightly different.  Table 3-1. Binary Arithmetic Operators        Operator     Meaning           +     Addition           -     Subtraction           *     Multiplication           /     Division           %     Modulo (remainder)           ^     Exclusive OR    Where noted, each type may have a special interpretation of a binary arithmetic operator. See the lsl typessection for more details. 3.2.3. Boolean OperatorsTable 3-2. Boolean Operators         Operator     Meaning           &amp;lt;     Operator returns TRUE if the left hand side is less than     the right hand side.           &amp;gt;     Operator returns TRUE if the left hand side is greater     than the right hand side.           &amp;lt;=     Operator returns TRUE if the left hand side is less than     or equal to the right hand sid.           &amp;gt;=     Operator returns TRUE if the left hand side     than or equal to the right hand sid.                  Operator returns TRUE if the left hand side and right     hand side are both true.           ||     Operator returns TRUE if either the left hand or right     hand side are true.           !     Unary operator returns the logical negation of the     expression to the right.    3.2.4. Bitwise OperatorsTable 3-3. Bitwise Operators         Operator     Meaning                 Returns the bitwise and of the left and right hand side.           |     Returns the bitwise or of the left and right hand side.           ~     Unary operator returns the bitwise complement of the     expression to the right.    3.3. TypesVariables, return values, and parameters have type information. LSL provides a small set of basic types that areused througout the language.LSL TypesintegerA signed, 32-bit integer value with valid range from -2147483648 to 2147483647.floatAn IEEE 32-bit floating point value with values ranging from 1.175494351E-38 to 3.402823466E+38.keyA unique identifier that can be used to reference objects and agents in Second Life.vector3 floats that are used together as a single item. A vector can be used to represent a 3 dimensional position,direction, velocity, force, impulse, or a color. Each component can be accessed via &amp;rsquo;.x&amp;rsquo;, &amp;rsquo;.y&amp;rsquo;, and &amp;rsquo;.z&amp;rsquo;.Table 3-4. Vector Arithmetic Operators         Operator     Meaning           +     Add two vectors together           -     Subract one vector from another           *     Vector dot product           %     Vector dot product     rotation4 floats that are used together as a single item to represent a roation. This data is interpreted as a quaternion.Each compnent can be accessed via &amp;rsquo;.x&amp;rsquo;, &amp;rsquo;.y&amp;rsquo;, &amp;rsquo;.z&amp;rsquo;, and &amp;rsquo;.w&amp;rsquo;.Table 3-5. Rotation Arithmetic Operators         Operator     Meaning           +     Add two rotations together           -     Subract one rotation from another           *     Rotate the first rotation by the second           /     Rotate the first rotation by the inverse of the second     listA heterogeneous list of the other data types. Lista are created via comma separated values of the other datatypes enclosed by &amp;rsquo;[&amp;rsquo; and &amp;rsquo;]&amp;rsquo;.string StringVar =  Hello, Carbon Unit ;list MyList = [ 1234, ZERO_ROTATION, StringVar ];Yields the list: [ 1234, &amp;lt;0,0,0,1&amp;gt;,  Hello, Carbon Unit  ]Lists can be combined with other lists. For example:MyList = 3.14159 + MyList;Yields the list: [ 3.14159, 1234, &amp;lt;0,0,0,1&amp;gt;,  Hello, Carbon Unit  ] And similarly,MyList = MyList + MyList;Yields: [ 3.14159, 1234, &amp;lt;0,0,0,1&amp;gt;,  Hello, Carbon Unit , 3.14159, 1234,&amp;lt;0,0,0,1&amp;gt;,  Hello, Carbon Unit  ]Library functions exist used to copy data from lists, sort lists, copy/remove sublists. 3.3.1. Type ConversionType conversion can either occur implicitly or explicitly. Explicit type casts are accomplished using C syntax:float foo_float = 1.0;integer foo_int = (integer)foo_float; 3.3.1.1. Implicit CastingLSL only supports two implicit type casts: integer to float and string to key. Thus, any place you see a floatspecified you can supply an integer, and any place you see a key specified, you can supply a string.3.3.1.2. Explicit CastingLSL supports the following explicit casts:&amp;bull; Integer to String&amp;bull; Float to Integer&amp;bull; Float to String&amp;bull; Vector to String&amp;bull; Rotation to StringChapter 3. Basics&amp;bull; Integer to List&amp;bull; Float to List&amp;bull; Key to List&amp;bull; String to List&amp;bull; Vector to List&amp;bull; Rotation to List&amp;bull; String to Integer&amp;bull; String to Float&amp;bull; String to Vector&amp;bull; String to Rotation 3.4. Global FunctionsGlobal functions are also declared much like Java/C, with the exception that no &amp;rsquo;void&amp;rsquo; return value exists.Instead, if no return value is needed, just don?t specify one:make_physical_and_spin(vector torque) 3.5. Global VariablesGlobal variables and functions are accessible from anywhere in the file. Global variables are declared much likeJava or C, although only one declaration may be made per line:vector gStartPosition;Global variables may also be initialized if desired, although uninitialized global and local variables are initializedto legal zero values:vector gStartPosition = &amp;lt;10.0,10.0,10.0&amp;gt; 3.6. Local VariablesLocal variables are scoped below their declaration within the block of code they are declared in and may bedeclared within any block of code. Thus the following code is legal and will work like C:integer test_function()        // this test fails        if (test == &amp;lt;9,9,9&amp;gt;)        }   </description>
			<pubDate>Thu, 10 May 2007 21:50:04 +0100</pubDate>
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			<title>02 - Getting Started</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=54&amp;Itemid=64</link>
			<description>You&amp;rsquo;re probably wondering what you can do with LSL, and how quickly you can do it. We&amp;rsquo;ll start with some simple examples, disect them, and introduce you the the script development process while we&amp;rsquo;re at it.2.1. Hello AvatarContinuing a long tradition of getting started by looking at a script that says  Hello , we&amp;rsquo;ll do just that. Though obviously not a particularly useful example on it&amp;rsquo;s own, this example will introduce us to: &amp;bull; Creating a basic script&amp;bull; Script states&amp;bull; Calling functions&amp;bull; Script events&amp;bull; Applying a script to an object2.1.1. Creating the ScriptStart by opening your inventory and selecting &amp;rsquo;Create|New Script&amp;rsquo; from the inventory pull down menu. This wil create an empty script called &amp;rsquo;New Script&amp;rsquo; in your &amp;rsquo;Scripts&amp;rsquo; folder. Double click on the text or icon of the script to open the script in the built in editor. When you open the script, the viewer will automatically insert a basic skeleton for lsl. It should look like: default        touch_start(integer total_number)        }A casual inspection of this script reveals that this scipt probably says &amp;rsquo;Hello, Avatar!&amp;rsquo; when it enters some state, and it says &amp;rsquo;Touched.&amp;rsquo; when it is touched. But since this is also probably the first time you have seen a script we&amp;rsquo;ll disect this short listing, explaining each segment individually.2.1.2. Default State defaultAll LSL scripts have a simple implicit state machine with one or more states. All scripts must have a default state, so iff there is only one state, it will be the &amp;rsquo;default&amp;rsquo; state. When a script is first started or reset, it will start out in the default state.The default state is declared by placing the default at the root level of the document, and marking the beginning with an open brace &amp;rsquo;&amp;rsquo;. Because of it&amp;rsquo;s privileged status, you do not declare that it is fact a state like you normally would with other states.Every time you enter a state, the script engine will automatically call the state_entry() event and execute the code found there. On state exit, the script engine will automatically call the state_exit() event before calling the next state&amp;rsquo;s state_entry handler. In our example, we call the llSay() function in state_entry() and do not bother to define a state_exit() handler. the state entry and exit handlers are a convenient place to initialize state data and clean up state specific data such as listen event callback.You can read more about the default state, and how to create and utilize other states in the states chapter.2.1.3. FunctionsThe language comes with well over 200 built in functions which allow scripts and objects to interact with their enviornment. All of the built in functions start with &amp;rsquo;ll&amp;rsquo;.The example calls the &amp;rsquo;llSay()&amp;rsquo; function twice. llSay() is used to emit text on the specified channel.llSay( integer channel string text );Say text on channel. Channel 0 is the public chat channel that all avatars see as chat text. Channels 1 to 2,147,483,648 are private channels that aren&amp;rsquo;t sent to avatars but other scripts can listen for.You can define your own functions as long as the name does not conflict with a reserved word, built in constant, or built in function. 2.1.4. Touch Event touch_start(integer total_number)There are many events that can be detected in your scripts by declaring a handler. The touch_start() event is raised when a user touches the object through the user interface.2.1.5. Try it OutNow that we have seen the default script, and examined it in some detail, it is time to to see the script in action.Save the script by clicking on Save. During the save process, the editor will save the text of the script and compile the script into bytecode and then save that. When you see message &amp;rsquo;Compile successful!&amp;rsquo; in the preview window, you know the compile and save is done.To test the script you will have to apply it to an object in the world. Create a new object in the world by context clicking in the main world view and selecting Create. When the wand appears, you can create a simple primitive by clicking in the world. Once the object appears, you can drag your newly created script onto the object to start the script.Soon after dragging the script onto the object, you will see the message Object: Hello Avatar!Make sure the touch event is working by clicking on the object. You should see the message Touched printed into the chat history.2.2. Using The Built-In EditorThe built in editor comes with most of the typical features you would expect from a basic text editor. Highlight text with the mouse, or by holding down the shift key while using the arrow keys. You can cut, copy, paste, and delete your selection using the &amp;rsquo;Edit&amp;rsquo; pull down menu or by pressing the usual shortcut key.2.3. Using Alternative EditorsSince the built-in editor supports pasting text from the clipboard, you can employ a different editor to edit your scripts, copying them into Second Life when you&amp;rsquo;re ready to save them.</description>
			<pubDate>Thu, 10 May 2007 21:45:26 +0100</pubDate>
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			<title>01 - Introduction</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=53&amp;Itemid=63</link>
			<description>The Linden Scripting Language (LSL) is a simple, powerful language used to attach behaviors to the objectsfound in Second Life (www.secondlife.com) . It follows the familiar syntax of a c/Java style language, with an implicit state machine forevery script.Multiple scripts may also be attached to the same object, allowing a style of small, single-function scripts toevolve. This leads to scripts that perform specific functions ( hover ,  follow , etc.) and allows them to becombined to form new behaviors.The text of the script is compiled into an executable byte code, much like Java. This byte code is then run withina virtual machine on the simulator. Each script receives a time slice of the total simulator time allocated toscripts, so a simulator with many scripts would allow each individual script less time rather than degrading itsown performance. In addition, each script executes within its own chunk of memory, preventing scripts fromwriting into protected simulator memory or into other scripts, making it much harder for scripts to crash thesimulator.This tutorial introduces the reader to the basic features of LSL, how to edit and apply your scripts, and acomplete reference for standard linden constants, events, and library functions.</description>
			<pubDate>Thu, 10 May 2007 21:14:59 +0100</pubDate>
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			<title>Two gardens between us</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=66&amp;Itemid=2</link>
			<description>&amp;ldquo;Two gardens between us&amp;rdquo; y la  Fundaci&amp;oacute;n Astroc invitan a todos los avatares a participar en el proyecto &amp;ldquo;Jardines Sonoros&amp;rdquo; que se celebra el s&amp;aacute;bado 22 de septiembre en la ciudad de Madrid con la inauguraci&amp;oacute;n, entre otras obras, de la pieza &amp;ldquo;Two Gardens Between Us/Dos Jardines Entre Nosotros&amp;rdquo; de Mario-Paul Mart&amp;iacute;nez.</description>
			<pubDate>Tue, 01 May 2007 00:00:00 +0100</pubDate>
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			<title>How to live an alternative Life</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=51&amp;Itemid=2</link>
			<description> Second Life has become the phenomenon of the last year, although it opened his doors in 2003. Controversial by several reasons and with great possibilities, their creators maintain that it counts with more than two million users. The certain thing is that it offers a parallel life to everyone who wants to enter.  Second Life has become an alternative reality, a full virtual world of possibilities in which the user can create a character and relate there with the rest of the users who also have chosen to enter.  To gain access to Second Life is as simple as to be decided to do it, accede to the Web site, register, unload the program and have a broadband connection. Second Life opened its doors in 2003 by the hand of the American company Linden Lab, and since then it has not stopped growing.  </description>
			<pubDate>Tue, 01 May 2007 00:00:00 +0100</pubDate>
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			<title>The Second Life Voice Viewer is Live!</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=65&amp;Itemid=2</link>
			<description>Voice is now part of the main Second Life Viewer (http://secondlife.com/community/downloads.php)! The Voice viewer is currently optional, which means that while you will be prompted to download it, you do not have to upgrade your current viewer at this time. We are extremely grateful to the 45,000+ Residents who downloaded and tested the Voice First Look during the past several weeks. Please note that the Voice First Look viewer will no longer work and you will be prompted to update to the new version.</description>
			<pubDate>Tue, 01 May 2007 00:00:00 +0100</pubDate>
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			<title>Brain-computer interface for Second Life</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=67&amp;Itemid=2</link>
			<description>While recent developments in brain-computer interface (BCI) technology have given humans the power to mentally control computers, nobody has used the technology in conjunction with the Second Life online virtual world &amp;mdash; until now.  A research team led by professor Jun&amp;rsquo;ichi Ushiba of the Keio University Biomedical Engineering Laboratory has developed a BCI system that lets the user walk an avatar through the streets of Second Life while relying solely on the power of thought. To control the avatar on screen, the user simply thinks about moving various body parts &amp;mdash; the avatar walks forward when the user thinks about moving his/her own feet, and it turns right and left when the user imagines moving his/her right and left arms.  read more (http://www.pinktentacle.com/2007/10/brain-computer-interface-for-second-life/)   </description>
			<pubDate>Tue, 01 May 2007 00:00:00 +0100</pubDate>
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			<title>More News - Updated</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=71&amp;Itemid=2</link>
			<description>  </description>
			<pubDate>Tue, 01 May 2007 00:00:00 +0100</pubDate>
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			<title>SECOND LIFE. a vision of the future of business in internet.</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=50&amp;Itemid=2</link>
			<description>Second Life can be an indication of how the next internet revolution is going to be. Taking this into consideration, the companies that get involved in virtual worlds will have a competitive advantage in the world of virtual business. They are part of the theses that centred the conference Second Life as business surroundings, a conference that has been celebrated simultaneously in a conference hall and the virtual world...  </description>
			<pubDate>Fri, 13 Apr 2007 00:00:00 +0100</pubDate>
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			<title>Exchange Marketplace</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=48&amp;Itemid=54</link>
			<description>            Category:                        Scripts &amp;gt; Vehicles (#1)         Scripts &amp;gt; Building Helpers (#2)         Scripts &amp;gt; Event Helpers (#3)       Scripts &amp;gt; Recreation and Entertainment (#4)                         More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=127399 affiliate=94e690d0c8475947bb4df749444c8e)DT Car Script v2.1 				Drifting Thoughts Car Script v2.1 Mod/Copy/Trans Join the Drifting Thoughts Update Group to find out when new or upgraded products have been release... 				 More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=104128 affiliate=94e690d0c8475947bb4df749444c8e)Sundi&amp;#39;s Car Script-With Bonus Car Pack     This is a original car script written by Sundi Metropolitan. Created  after testing many cars that were uncontrolable on SL&amp;#39;s roads...     More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=35139 affiliate=94e690d0c8475947bb4df749444c8e)           More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=186549 affiliate=94e690d0c8475947bb4df749444c8e)  Outy&amp;#39;s Waterworks Scripts v2.0     Waterworks v2.0 now comes with infinitely more options including change  to any color, additional textures, and plenty more options to customize  your w...      More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=61355 affiliate=94e690d0c8475947bb4df749444c8e)              Outy&amp;#39;s Fog Scripts v1.1 - Fog, Smoke, and MistPacked full of configurable fog, smoke, and mist effects for commercial use. Scripts are programmed by notecard, and this program also comes with a pr...  More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=186549 affiliate=94e690d0c8475947bb4df749444c8e)            More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=161655 affiliate=94e690d0c8475947bb4df749444c8e)               Event Lister 1.3 (XyText)     This object displays the upcoming events in your sim over the next  24hrs. Give your users an at-a-glance listing of your upcoming events  without forc...      More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=123668 affiliate=94e690d0c8475947bb4df749444c8e)                Venrtiloquist For HOSTS. Talk Through any prim/object!    Ventriloquist Scrip! Light and HOST Versions!     --------------------------------------------------------------------------------    This is a FUN sc... More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=20391 affiliate=94e690d0c8475947bb4df749444c8e)            More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=201772 affiliate=94e690d0c8475947bb4df749444c8e)                MP3 Jukebox Script       No stream? Want to put music on your OWN land? With this script you can  fake streaming with mp3s. Easy to modify, commented, full modify  rights. ...      More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=59892 affiliate=94e690d0c8475947bb4df749444c8e)               Mp3_Jukebox_Notecard   OK. I give in. By popular demand by non-scripters, I have adapted my  Mp3 Jukebox Script to work with notecards. So here goes.  No stream? Wan...    More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=109944 affiliate=94e690d0c8475947bb4df749444c8e)                BET MACHINE FOR FREE !!!!!    A BET MACHINE FOR FREE !!!    What you have to do ??? Just put in, and begin to win Linden and upgrade your traffic. There&amp;#39;s nothing more simple.    -...    More... (http://www.slexchange.com/modules.php?name=Marketplace file=item ItemID=212339 affiliate=94e690d0c8475947bb4df749444c8e)    </description>
			<pubDate>Wed, 11 Apr 2007 00:05:17 +0100</pubDate>
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			<title>Mercedes C-Class launched in &quot;Second Life&quot;</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=47&amp;Itemid=2</link>
			<description>The C-Class Mobile in Second Life The new Avantgarde model with the AMG package is also available in the Mercedes-Benz&amp;#39; virtual representation at Second Life with coordinates 128.128.11. All the residents of this virtual community may purchase a virtual model of the Mercedes-Benz C-Class for 1,500 Linden Dollars or 4 Euros and virtually test drive it on the challenging track on the Mercedes-Benz Island.</description>
			<pubDate>Wed, 04 Apr 2007 00:00:00 +0100</pubDate>
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			<title>More and more Hispanic are taking part in the virtual world of Second Life</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=46&amp;Itemid=2</link>
			<description>The Internet site inhabited by 600 thousand people already counts with more than 30 thousand internauts in Latin America and Spain. One of the main problems for these users is that most of the information is in English...</description>
			<pubDate>Mon, 19 Mar 2007 00:00:00 +0100</pubDate>
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		<item>
			<title>Danish bank moves to offer trading in Second Life</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=44&amp;Itemid=2</link>
			<description>Denmark&amp;rsquo;s Saxo Bank (http://www.saxobank.com/) plans to offer Second Life residents the ability to manage their real-life financial portfolios from within the virtual world, and may eventually create a market to trade the Linden dollar against real-world currencies.</description>
			<pubDate>Fri, 02 Mar 2007 16:19:38 +0100</pubDate>
		</item>
		<item>
			<title>Second Life voice to launch by June</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=45&amp;Itemid=2</link>
			<description>Linden Lab said on Tuesday it will launch integrated voice capabilities within the next several months, including effects to prevent a cacophony of overlapping voices.</description>
			<pubDate>Fri, 02 Mar 2007 16:19:38 +0100</pubDate>
		</item>
		<item>
			<title>voice integration in SL</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=42&amp;Itemid=2</link>
			<description>InfoWorld has an interview with Joe Miller, Linden Lab&amp;rsquo;s vice president of platform and technology development, in which he discusses the company&amp;rsquo;s efforts to add voice technology to the Second Life platform:</description>
			<pubDate>Thu, 25 Jan 2007 16:19:38 +0100</pubDate>
		</item>
		<item>
			<title>Sweden to open embassy in Second Life</title>
			<link>http://www.2lifeblog.com/index.php?option=com_content&amp;task=view&amp;id=43&amp;Itemid=2</link>
			<description>The government of Sweden plans to open an embassy in Second Life (http://secondlife.com/).</description>
			<pubDate>Thu, 25 Jan 2007 16:19:38 +0100</pubDate>
		</item>
	</channel>
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