Difference between revisions of "Builders Buddy v1"

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= Builder's Buddy =
{{LSL Header}}
This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki.  There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc.  The component script goes into each linked set that makes up the rest of the large build.  In short, only one base script, many component scripts. Got it?
{{RightToc}}
This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki.  There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc.  The component script goes into each linked set that makes up the rest of the large build.  In short, only one base script, many component scripts.


== Note to Sellers! ==
'''The most current "official" version of these scripts is 1.10.'''
Due to a number of people confused by the copyright wording, here's a recap: '''Use this script any way you want. SELL IT EVEN!  Just make sure I am given credit as the creator.''' That's the only restriction.


== The Base Script ==
 
///////////////////////////////////////////////////////////////////////////////
== Help Documentation ==
// Builders' Buddy 1.8 (Base Script)
 
// by Newfie Pendragon, March 2006
Complete Step-by-Step help is posted here: [[Builder's Buddy Help Document]] . The help document also includes a short quick end-user guide for you to distribute to end-users of your products.
  //
 
// This script is distributed with permission that it may be used in
 
// any way, or may be further modified/included in resale items.
== Obligatory Copyright Notice ==
// HOWEVER, if this script is used as part of a for-sale product,
There are only a few points here:
// it is required that appropriate credit be given to Newfie for
* Use this script as you wish, to modify, sell, etc.
// the script (or portions used in derivatives).  That's a fair price
* If you use this script in a for-sale product, please give credit to Newfie Pendragon as the creator of the script.
// in exchange for unlimited use of this script, dontcha think?
* If you wish to modify this script and release the changes for public use, please submit changes to Newfie Pendragon. This is to ensure a consistent version numbering on releases, and to ensure changes are not wiped out in future releases.
//
 
// SL Forum thread and new versions found here:
== The Base Script ==
// http://forums.secondlife.com/showthread.php?t=96792
<source lang="lsl2">
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//
// Builders' Buddy 1.10 (Base Script)
// Script Purpose & Use
// by Newfie Pendragon, 2006-2008
//
///////////////////////////////////////////////////////////////////////////////
// Functions are dependent on the "component script"
//
//
// Script Purpose & Use
// QUICK USE:
// Functions are dependent on the "component script"
// - Drop this script in the Base.
//
// - Drop the "Component" Script in each building part.
// QUICK USE:
// - Touch  your Base, and choose RECORD
// - Drop this script in the Base.
// - Take all building parts into inventory
// - Drop the "Component" Script in each building part.
// - Drag building parts from inventory into Base Prim
// - Touch your Base, and choose RECORD
// - Touch your base and choose BUILD
// - Take all building parts into inventory
//
// - Drag building parts from inventory into Base Prim
// OTHER COMMANDS from the Touch menu
// - Touch your base and choose BUILD
// - To reposition, move/rotate Base Prim choose POSITION
//
//  - To lock into position (removes scripts) choose DONE
// OTHER COMMANDS from the Touch menu
//  - To delete building pieces: choose CLEAN
// - To reposition, move/rotate Base Prim choose POSITION
//
// - To lock into position (removes scripts) choose DONE
///////////////////////////////////////////////////////////////////////////////
// - To delete building pieces: choose CLEAN
//
///////////////////////////////////////////////////////////////////////////////
// History
// This script is copyrighted material, and has a few (minor) restrictions.
//
// For complete details, including a revision history, please see
// v1.0 - 20060328 - Newfie Pendragon
// http://wiki.secondlife.com/wiki/Builders_Buddy
//     - Original Version
///////////////////////////////////////////////////////////////////////////////
// v1.1 - 20060331 - Kalidor Lazarno
 
//     - Added a Dialog Engine to the base script
// Channel used by Base Prim to talk to Component Prims
// v1.5 - 20060612 - Androclese Antonelli
// This channel must be the same one in the component script
//     - Added a random number generator to the dialog engine to elimintate
// A negative channel is used because it elimited accidental activations
//       problems with multiple BB boxes cross-talking
// by an Avatar talking on obscure channels
//     - Added a timer to the listen command to put it asleep after 10sec.
integer DefaultPRIMCHAN = -192567;    // Default channel to use
//     - Added a Menu Description
integer PRIMCHAN = DefaultPRIMCHAN;    // Channel used by Base Prim to talk to Component Prims;
//     - Added n "creator" flag so the owner could use the same object with full
                                      // ***THIS MUST MATCH IN BOTH SCRIPTS!***
//       menu options and only a single flag change
 
//     - Added an "ingroup" flag to enable/disable the same group use function
//The UUID of the creator of the object
//     - Non-Admin usage cleans the inventory items as they spawn
//Leave this as "" unless SL displays wrong name in object properties
// v1.6 - 20060624 - Newfie Pendragon
key creatorUUID = "";
//     - Added active repositioning (building moves as the base piece moves)
 
  //     - Added "Reset" Option to unlink parts from base temporarily
// Set to TRUE to allow group members to use the dialog menu
//     - Modified creator flag to automatically set based if owner is creator
// Set to FALSE to disallow group members from using the dialog menu
//     - Minor changes to improve code readability (for those learning LSL)
integer ingroup = TRUE;
// v1.8 - 20070429 - Newfie Pendragon
 
//      - Added a variable to allow a user to tweak how long a listener is open,
// Set to TRUE to delete piece from inventory when rezzed
//        and changed the default to 30 seconds.
// (WARNING) If set to FALSE, user will be able to rez multiple copies
///////////////////////////////////////////////////////////////////////////////
integer deleteOnRez = FALSE;
// User Variables
 
///////////////////////////////////////////////////////////////////////////////
// Allow non-creator to use CLEAN command?
// (WARNING) If set to TRUE, it is recommended to set
// Set to TRUE to allow group members to use the dialog menu
// deleteOnRez to FALSE, or user could lose entire building
// Set to FALSE to disallow group members from using the dialog menu
integer allowClean = TRUE;
integer ingroup = TRUE;
 
//When user selects CLEAN, delete the base prim too?
//Name each option-these names will be your button names.
integer dieOnClean = FALSE;
string optRecord = "Record";
 
string optReset = "Reset";
// Set to TRUE to record piece's location based on sim
string optBuild = "Build";
// coordinates instead of relationship to base prim
string optPos = "Position";
integer recordSimLocation = FALSE;
string optClean = "Clean";
 
string optDone = "Done";
// Set to TRUE to rez all building pieces before positioning,
// or FALSE to do (slower?) one at a time
//Menu option descriptions
integer bulkBuild = TRUE;
string descRecord = " : Record the position of all parts\n";
 
string descReset = " : Forgets the position of all parts\n";
//Set to FALSE if you dont want the script to say anything while 'working'
string descBuild = " : Spawn inv. items and position them\n";
integer chatty = TRUE;
string descPos = " : Reposition the parts to a new location\n";
 
string descClean = " : De-Rez all pieces\n";
//How long to listen for a menu response before shutting down the listener
string descDone = " : Remove all BB scripts and make the parts permanent.\n";
float fListenTime = 30.0;
 
//How long to listen for a menu response before shutting down the listener
//How often (in seconds) to perform any timed checks
float fListenTime = 30.0;
float fTimerRate = 0.25;
 
//How often (in seconds) to check for change in position when moving
//How long to sit still before exiting active mode
float fMovingRate = 0.25;
float fStoppedTime = 30.0;
 
//How long to sit still before exiting active mode
//SL sometimes blocks rezzing to prevent "gray goo" attacks
float fStoppedTime = 30.0;
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 10;
//Minimum amount of time (in seconds) between movement updates
 
float fShoutRate = 0.25;
//Specify which Menu Options will be displayed
//FALSE will restrict full options to creator
// Channel used by Base Prim to talk to Component Prims
//TRUE will offer full options to anyone
// This channel must be the same one in the component script
integer fullOptions = FALSE;
// A negative channel is used because it elimited accidental activations
 
// by an Avatar talking on obscure channels
//Set to TRUE if you want ShapeGen channel support
integer PRIMCHAN = -19730611;
// (Last 4 digits of channel affected)
integer SGCompatible = FALSE;
///////////////////////////////////////////////////////////////////////////////
 
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
integer MENU_CHANNEL;
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
integer MENU_HANDLE;
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
key agent;
string Input = "";
key objectowner;
string Sign = "+";
integer group;
string SignInput = " ";
string title = "";
string Caption = "Enter a number, include any leading 0's: ";
list optionlist = [];
 
integer bMoving;
///////////////////////////////////////////////////////////////////////////////
vector vLastPos;
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
rotation rLastRot;
///////////////////////////////////////////////////////////////////////////////
integer iListenTimeout = 0;
 
//Name each option-these names will be your button names.
//To avoid flooding the sim with a high rate of movements
string optRecord = "Record";
//(and the resulting mass updates it will bring), we used
string optReset = "Reset";
// a short throttle to limit ourselves
string optBuild = "Build";
announce_moved()
string optPos = "Position";
{
string optClean = "Clean";
    llShout(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
string optDone = "Done";
    llResetTime();       //Reset our throttle
string optChannel = "Channel";
    vLastPos = llGetPos();
 
    rLastRot = llGetRot();
//Menu option descriptions
    return;
string descRecord = ": Record the position of all parts\n";
}
string descReset = ": Forgets the position of all parts\n";
string descBuild = ": Rez inv. items and position them\n";
string descPos = ": Reposition the parts to a new location\n";
///////////////////////////////////////////////////////////////////////////////
string descClean = ": De-Rez all pieces\n";
///////////////////////////////////////////////////////////////////////////////
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
///////////////////////////////////////////////////////////////////////////////
string descChannel = ": Change Channel used on base and parts.\n";
default {
 
    ///////////////////////////////////////////////////////////////////////////////
integer MENU_CHANNEL;
    changed(integer change) {
integer MENU2_CHANNEL;
        if(change & CHANGED_OWNER)
integer MENU_HANDLE;
        llResetScript();
integer MENU2_HANDLE;
    }
key agent;
key objectowner;
    ///////////////////////////////////////////////////////////////////////////////
integer group;
    state_entry () {
string title = "";
        //Use which menu?
list optionlist = [];
        if ( llGetCreator() == llGetOwner() ) {
integer bMoving;
            //Display all options
vector vLastPos;
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
rotation rLastRot;
integer bRezzing;
integer iListenTimeout = 0;
integer iLastRez = 0;
integer iRezIndex;
 
 
InvertSign()
{
    if(Sign == "+")
        Sign = "-";
    else
        Sign = "+";
}
 
//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
announce_moved()
{
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime();        //Reset our throttle
    vLastPos = llGetPos();
    rLastRot = llGetRot();
    return;
}
 
 
rez_object()
{
    //Rez the object indicated by iRezIndex
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
    iLastRez = llGetUnixTime();
 
    if(!bRezzing) {
        bRezzing = TRUE;
        //timer_on();
    }
}
 
post_rez_object()
{
    if ( creatorUUID != llGetOwner() ) {
        if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}
 
heard(integer channel, string name, key id, string message)
{
    if( channel == PRIMCHAN ) {
        if( message == "READYTOPOS" ) {
            //New prim ready to be positioned
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
 
        } else if( message == "ATDEST" ) {
            //Rez the next in the sequence (if any)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
            } else {
                //We are done building, reset our listeners
                iLastRez = 0;
                bRezzing = FALSE;
                state reset_listeners;
            }
        }
        return;
 
    } else if( channel == MENU_CHANNEL ) {  //Process input from original menu
        if ( message == optRecord ) {
            PRIMCHAN = DefaultPRIMCHAN;
            llOwnerSay("Recording positions...");
            if(recordSimLocation) {
                //Location in sim
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            } else {
                //Location relative to base
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");
 
            //If rezzing/positioning one at a time, we need
            // to listen for when they've reached their dest
            if(!bulkBuild) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            }
 
            //Start rezzing, last piece first
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            if(dieOnClean) llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
        if ( message == optChannel ) {
            Sign = "+"; //default is a positive number
            Input = "";
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
 
    } else if ( channel == MENU2_CHANNEL ) {    //process input from MENU2
        // if a valid choice was made, implement that choice if possible.
        // (llListFindList returns -1 if Choice is not in the menu list.)
        if ( llListFindList( Menu2, [ message ]) != -1 ) {
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
                Input += message;
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
 
            } else if( message == "-" ) {
                InvertSign();
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
 
            } else if( message == "enter" ) {    //terminate input from menu2
                string CalcChan = Input;
 
            //Apply ShapeGen compatibility?
            if(SGCompatible) {
                    //new assign channel number, forcing last 4 digits to 0000
                integer ChanSize = llStringLength(Input); //determine number of digits (chars)
                if(ChanSize > 5) {
                    CalcChan = llGetSubString(Input, 0, 4);    //Shorten to 5 digits
                }
                CalcChan += "0000"; //append 0000
                    if(Sign == "-")
                    CalcChan = Sign + CalcChan;
            }
            PRIMCHAN = (integer)CalcChan; //assign channel number
            llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            }
 
        } else {
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
    }
}
 
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
    ///////////////////////////////////////////////////////////////////////////////
    changed(integer change) {
        if(change & CHANGED_OWNER)
        llResetScript();
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    state_entry () {
        //Determine the creator UUID
        if(creatorUUID == "") creatorUUID = llGetCreator();
 
        //Use which menu?
        if (creatorUUID == llGetOwner() || fullOptions) {
            //Display all options
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
             title = optRecord + descRecord;
             title = optRecord + descRecord;
             title += optReset + descReset;
             title += optReset + descReset;
Line 155: Line 339:
             title += optClean + descClean;
             title += optClean + descClean;
             title += optDone + descDone;
             title += optDone + descDone;
            title += optChannel + descChannel;
 
         } else {
         } else {
             //Display limited options
             //Display limited options
             optionlist = [optBuild, optPos, optDone];
             if(allowClean) {
             title = optBuild + descBuild;
                optionlist = [optBuild, optPos, optClean, optDone];
            title += optPos + descPos;
                title = optBuild + descBuild;
            title += optDone + descDone;
                title += optPos + descPos;
                title += optClean + descClean;
                title += optDone + descDone;
             } else {
                optionlist = [optBuild, optPos, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optDone + descDone;
            }
         }
         }
       
 
         //Record our position
         //Record our position
         vLastPos = llGetPos();
         vLastPos = llGetPos();
         rLastRot = llGetRot();
         rLastRot = llGetRot();
 
        llSetTimerEvent(fTimerRate);
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     touch_start (integer total_number) {
     touch_start (integer total_number) {
Line 179: Line 373:
             iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
             iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
             MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
             MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU2_CHANNEL = MENU_CHANNEL + 1;
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
             llDialog(agent, title, optionlist, MENU_CHANNEL);
             MENU2_HANDLE = llListen(MENU2_CHANNEL,"","","");
             llSetTimerEvent(fShoutRate);
            if ( creatorUUID == llGetOwner() || fullOptions) {
                llDialog(agent,title + "Now on Channel " + (string)PRIMCHAN, optionlist, MENU_CHANNEL); //display channel number if authorized
            } else {
                llDialog(agent, title, optionlist, MENU_CHANNEL);
            }
             //timer_on();
         }
         }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     listen(integer channel, string name, key id, string message) {
     listen(integer channel, string name, key id, string message) {
        if ( message == optRecord ) {
    heard(channel, name, id, message);
            llOwnerSay("Recording positions...");
    return;
            llShout(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            integer i;
            integer iCount = llGetInventoryNumber(INVENTORY_OBJECT);
           
            //Loop through backwards (safety precaution in case of inventory change)
            llOwnerSay("Rezzing build pieces...");
            for( i = iCount - 1; i >= 0; i-- )
            {
                llRezObject(llGetInventoryName(INVENTORY_OBJECT, i), vThisPos, ZERO_VECTOR, rThisRot, PRIMCHAN);
                if ( llGetCreator() != llGetOwner() )
                    llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, i));
            }
           
            llOwnerSay("Positioning");
            llShout(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optPos ) {
            llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llShout(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llShout(PRIMCHAN, "CLEAN");
            return;
        }
        if ( message == optDone ) {
            llShout(PRIMCHAN, "DONE");
            //llDie();
            llOwnerSay("Removing mover scripts.");
            return;
        } 
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     moving_start()
     moving_start()
Line 241: Line 397:
         {
         {
             bMoving = TRUE;
             bMoving = TRUE;
             llSetTimerEvent(0.0);    //Resets the timer if already running
             //timer_on();
            llSetTimerEvent(fMovingRate);
             announce_moved();
             announce_moved();
         }
         }
     }
     }
      
 
     ///////////////////////////////////////////////////////////////////////////////
    object_rez(key id) {
        //The object rezzed, perform any post-rez processing
        post_rez_object();
 
        //Rezzing it all before moving?
        if(bulkBuild) {
            //Move on to the next object
            //Loop through backwards (safety precaution in case of inventory change)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
 
            } else {
                //Rezzing complete, now positioning
                iLastRez = 0;
                bRezzing = FALSE;
                if(chatty) llOwnerSay("Positioning");
                llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
        }
    }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     timer() {
     timer() {
         //Were we moving?
         //Did we change position/rotation?
         if( bMoving )
         if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
         {
         {
             //Did we change position/rotation?
             if( llGetTime() > fTimerRate ) {
             if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
                announce_moved();
            {
            }
                 if( llGetTime() > fShoutRate ) {
        }
                    announce_moved();
 
                }
        //Are we rezzing?
        if(bRezzing) {
            //Did the last one take too long?
             if((llGetUnixTime() - iLastRez) >= iRezWait) {
                //Yes, retry it
                 if(chatty) llOwnerSay("Reattempting rez of most recent piece");
                rez_object();
             }
             }
        } else {
            //Have we been sitting long enough to consider ourselves stopped?
            if( llGetTime() > fStoppedTime )
                bMoving = FALSE;
         }
         }
       
 
         //Open listener?
         //Open listener?
         if( iListenTimeout != 0 )
         if( iListenTimeout != 0 )
Line 274: Line 455:
                 llListenRemove(MENU_HANDLE);
                 llListenRemove(MENU_HANDLE);
             }
             }
        }
       
        //Stop the timer?
        if( (iListenTimeout == 0) && ( !bMoving ) )
        {
            llOwnerSay("Stopping Timer");
            llSetTimerEvent(0.0);
         }
         }
     }
     }
   
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     on_rez(integer iStart)
     on_rez(integer iStart)
Line 290: Line 464:
         llResetScript();
         llResetScript();
     }
     }
}
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}
</source>


== The Component Script ==
== The Component Script ==
///////////////////////////////////////////////////////////////////////////////
<source lang="lsl2">
// Builders' Buddy 1.7 (Component Pieces)
///////////////////////////////////////////////////////////////////////////////
//
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, March 2006
// by Newfie Pendragon, 2006-2008
//
///////////////////////////////////////////////////////////////////////////////
// This script is distributed with permission that it may be used in
//
// any way, or may be further modified/included in resale items.
// Script Purpose & Use
// HOWEVER, if this script is used as part of a for-sale product,
// Functions are dependent on the "component script"
// it is required that appropriate credit be given to Newfie for
//
// the script (or portions used in derivatives).  That's a fair price
// QUICK USE:
// in exchange for unlimited use of this script, dontcha think?
// - Drop this script in the Base.
//
// - Drop the "Component" Script in each building part.
//  SL Forum thread and new versions found here:
// - Touch your Base, and choose RECORD
//  http://forums.secondlife.com/showthread.php?t=96792
// - Take all building parts into inventory
///////////////////////////////////////////////////////////////////////////////
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
// INSTRUCTIONS
//
// This is the *Component Piece* half of the Builders' Buddy system.
// OTHER COMMANDS from the Touch menu
// Drop it into each 'piece' of the building.  Drop the Base Prim Script
// - To reposition, move/rotate Base Prim choose POSITION
// into the prim  that will be the container/box that will be used to
// - To lock into position (removes scripts) choose DONE
//  store the building once completed.  It can be in each individual
// - To delete building pieces: choose CLEAN
//  prim, but if you link as much as possible (and put the script in the link
///////////////////////////////////////////////////////////////////////////////
//  set), it'll be much more neighbourly and less strain on the sim.
// This script is copyrighted material, and has a few (minor) restrictions.
//
// For complete details, including a revision history, please see
// QUICK USE:
//  http://wiki.secondlife.com/wiki/Builders_Buddy
// - Drop this script in the Base.
///////////////////////////////////////////////////////////////////////////////
// - Drop the "Component" Script in each building part.
 
// - Touch your Base, and choose RECORD
 
// - Take all building parts into inventory
//////////////////////////////////////////////////////////////////////////////////////////
// - Drag building parts from inventory into Base Prim
// Configurable Settings
// - Touch your base and choose BUILD
float fTimerInterval = 0.25;        // Time in seconds between movement 'ticks'
//
integer DefaultChannel = -192567; // Andromeda Quonset's default channel
///////////////////////////////////////////////////////////////////////////////
integer PRIMCHAN = DefaultChannel; // Channel used by Base Prim to talk to Component Prims;
// History
                                    // ***THIS MUST MATCH IN BOTH SCRIPTS!***
//
 
// v1.0 - 20060328 - Newfie Pendragon - Original Version
//////////////////////////////////////////////////////////////////////////////////////////
// v1.5 - 20060612 - Androclese Antonelli
// Runtime Variables (Dont need to change below here unless making a derivative)
//       - (See base script for details)
vector vOffset;
// v1.6 - 20060624 - Newfie Pendragon
rotation rRotation;
//     - Added active repositioning (pieces move as the base piece moves)
integer bNeedMove;
//     - Pieces use WarpPos technique to instantanetly move large distances
vector vDestPos;
  //       - Pieces no longer move until the the "Record" option has been used
rotation rDestRot;
//        at least once
integer bMovingSingle = FALSE;
//      - Pieces will not move if base is not same owner as the pieces
integer bAbsolute = FALSE;
//     - Pieces no longer 'bounce' when hitting the ground
integer bRecorded = FALSE;
// v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
 
///////////////////////////////////////////////////////////////////////////////
 
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
// Configurable Settings
{
float fTimerInterval = 0.25;        //Time in seconds between movement 'ticks'
    //This routine searches for the first word in a string,
integer PRIMCHAN = -19730611;   //Channel used by Base Prim to talk to Component Prims;
    // and returns it.  If no word boundary found, returns
                            // This must match in both scripts
    // the whole string.
    if(Token == "") Token = " ";
//////////////////////////////////////////////////////////////////////////////////////////
    integer pos = llSubStringIndex(In_String, Token);
// Runtime Variables (Dont need to change below here unless making a derivative)
 
vector vOffset;
rotation rRotation;
integer bNeedMove;
vector vDestPos;
rotation rDestRot;
integer bRecorded = FALSE;
////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
    //This routine searches for the first word in a string,
    // and returns it.  If no word boundary found, returns
    // the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);
   
     //Found it?
     //Found it?
     if( pos >= 1 )
     if( pos >= 1 )
Line 372: Line 542:
     else
     else
         return In_String;
         return In_String;
}
}
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
string other_words(string In_String, string Token)
{
{
    //This routine searches for the other-than-first words in a string,
    //This routine searches for the other-than-first words in a string,
    // and returns it. If no word boundary found, returns
    // and returns it. If no word boundary found, returns
    // the an empty string.
    // an empty string.
    if( Token == "" ) Token = " ";
    if( Token == "" ) Token = " ";
   
 
    integer pos = llSubStringIndex(In_String, Token);
    integer pos = llSubStringIndex(In_String, Token);
   
 
     //Found it?
     //Found it?
     if( pos >= 1 )
     if( pos >= 1 )
Line 389: Line 559:
     else
     else
         return "";
         return "";
}
}
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
do_move()
do_move()
{
{
     integer i = 0;
     integer i = 0;
     vector vLastPos = ZERO_VECTOR;
     vector vLastPos = ZERO_VECTOR;
Line 399: Line 569:
     {
     {
         list lParams = [];
         list lParams = [];
 
         //If we're not there....
         //If we're not there....
         if( llGetPos() != vDestPos )
         if( llGetPos() != vDestPos )
Line 415: Line 585:
             }
             }
         }
         }
 
         //Try to move to destination
         //Try to move to destination
         //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
         //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
Line 428: Line 598:
         i++;
         i++;
     }
     }
   
 
     //Set rotation
     //Set rotation
     llSetRot(rDestRot);
     llSetRot(rDestRot);
}
}
 
start_move(string sText, key kID)
//////////////////////////////////////////////////////////////////////////////////////////
{
//////////////////////////////////////////////////////////////////////////////////////////
    //Don't move if we've not yet recorded a position
//////////////////////////////////////////////////////////////////////////////////////////
    if( !bRecorded ) return;
default
 
{
    //Also ignore commands from bases with a different owner than us
    //(Anti-hacking measure)
    if( llGetOwner() != llGetOwnerKey(kID) ) return;
 
 
    //Calculate our destination position relative to base?
    if(!bAbsolute) {
        //Relative position
        //Calculate our destination position
        sText = other_words(sText, " ");
        list lParams = llParseString2List(sText, [ "|" ], []);
        vector vBase = (vector)llList2String(lParams, 0);
        rotation rBase = (rotation)llList2String(lParams, 1);
 
        vDestPos = (vOffset * rBase) + vBase;
        rDestRot = rRotation * rBase;
    } else {
        //Sim position
        vDestPos = vOffset;
        rDestRot = rRotation;
    }
 
    //Make sure our calculated position is within the sim
    if(vDestPos.x < 0.0) vDestPos.x = 0.0;
    if(vDestPos.x > 255.0) vDestPos.x = 255.0;
    if(vDestPos.y < 0.0) vDestPos.y = 0.0;
    if(vDestPos.y > 255.0) vDestPos.y = 255.0;
    if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;
 
    //Turn on our timer to perform the move?
    if( !bNeedMove )
    {
        llSetTimerEvent(fTimerInterval);
        bNeedMove = TRUE;
    }
    return;
}
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     state_entry()
     state_entry()
Line 444: Line 656:
         //Open up the listener
         //Open up the listener
         llListen(PRIMCHAN, "", NULL_KEY, "");
         llListen(PRIMCHAN, "", NULL_KEY, "");
        llRegionSay(PRIMCHAN, "READYTOPOS");
     }
     }
   
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     on_rez(integer iStart)
     on_rez(integer iStart)
Line 456: Line 669:
         }
         }
     }
     }
   
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     listen(integer iChan, string sName, key kID, string sText)
     listen(integer iChan, string sName, key kID, string sText)
     {
     {
         string sCmd = llToUpper(first_word(sText, " "));
         string sCmd = llToUpper(first_word(sText, " "));
 
         if( sCmd == "RECORD" )
         if( sCmd == "RECORD" )
         {
         {
            //Record position relative to base prim
             sText = other_words(sText, " ");
             sText = other_words(sText, " ");
             list lParams = llParseString2List(sText, [ "|" ], []);
             list lParams = llParseString2List(sText, [ "|" ], []);
             vector vBase = (vector)llList2String(lParams, 0);
             vector vBase = (vector)llList2String(lParams, 0);
             rotation rBase = (rotation)llList2String(lParams, 1);
             rotation rBase = (rotation)llList2String(lParams, 1);
 
             vOffset = (llGetPos() - vBase) / rBase;
             vOffset = (llGetPos() - vBase) / rBase;
             rRotation = llGetRot() / rBase;
             rRotation = llGetRot() / rBase;
            bAbsolute = FALSE;
             bRecorded = TRUE;
             bRecorded = TRUE;
             llOwnerSay("Recorded position.");
             llOwnerSay("Recorded position.");
             return;
             return;
         }
         }
          
 
         if( sCmd == "RECORDABS" )
        {
            //Record absolute position
            rRotation = llGetRot();
            vOffset = llGetPos();
            bAbsolute = TRUE;
            bRecorded = TRUE;
            llOwnerSay("Recorded sim position.");
            return;
        }
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "MOVE" )
         if( sCmd == "MOVE" )
         {
         {
             //Don't move if we've not yet recorded a position
             start_move(sText, kID);
             if( !bRecorded ) return;
             return;
               
        }
            //Also ignore commands from bases with a different owner than us
 
            //(Anti-hacking measure)
        if( sCmd == "MOVESINGLE" )
            if( llGetOwner() != llGetOwnerKey(kID) ) return;
        {
               
             //If we haven't gotten this before, position ourselves
           
             if(!bMovingSingle) {
            //Calculate our destination position
                //Record that we are a single-prim move
            sText = other_words(sText, " ");
                bMovingSingle = TRUE;
            list lParams = llParseString2List(sText, [ "|" ], []);
 
             vector vBase = (vector)llList2String(lParams, 0);
                //Now move it
             rotation rBase = (rotation)llList2String(lParams, 1);
                 start_move(sText, kID);
           
                 return;
            //Calculate our destination position
            vDestPos = (vOffset * rBase) + vBase;
            rDestRot = rRotation * rBase;
            //Turn on our timer to perform the move?
            if( !bNeedMove )
            {
                 llSetTimerEvent(fTimerInterval);
                 bNeedMove = TRUE;
             }
             }
            return;
         }
         }
       
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "DONE" )
         if( sCmd == "DONE" )
Line 513: Line 729:
             return;
             return;
         }
         }
       
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "CLEAN" )
         if( sCmd == "CLEAN" )
Line 521: Line 737:
             return;
             return;
         }
         }
       
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "RESET" )
         if( sCmd == "RESET" )
Line 528: Line 744:
         }
         }
     }
     }
   
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     timer()
     timer()
Line 534: Line 750:
         //Turn ourselves off
         //Turn ourselves off
         llSetTimerEvent(0.0);
         llSetTimerEvent(0.0);
       
 
         //Do we need to move?
         //Do we need to move?
         if( bNeedMove )
         if( bNeedMove )
Line 540: Line 756:
             //Perform the move and clean up
             //Perform the move and clean up
             do_move();
             do_move();
            //If single-prim move, announce to base we're done
            if(bMovingSingle) {
                llRegionSay(PRIMCHAN, "ATDEST");
            }
            //Done moving
             bNeedMove = FALSE;
             bNeedMove = FALSE;
         }
         }
         return;
         return;
     }
     }
}
}
 
//////////////////////////////////////////////////////////////////////////////////////////
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
//////////////////////////////////////////////////////////////////////////////////////////
{
state reset_listeners
{
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     state_entry()
     state_entry()
Line 556: Line 780:
         state default;
         state default;
     }
     }
  }
}
</source>
 
== Change Log ==
* v1.0 - March 28, 2006 - Newfie Pendragon
** Original Version
----
* v1.1 - March 31, 2006 - Kalidor Lazarno
** Added a Dialog Engine to the base script
----
* v1.5 - June 12, 2006 - Androclese Antonelli
** Base Script:
*** Added a random number generator to the dialog engine to eliminate problems with multiple BB boxes cross-talking
*** Added a timer to the listen command to put it asleep after 10sec.
*** Added a Menu Description
*** Added a "creator" flag so the owner could use the same object with full menu options and only a single flag change
*** Added an "ingroup" flag to enable/disable the same group use function
*** Non-Admin usage cleans the inventory items as they spawn
----
* v1.6 - 20060624 - Newfie Pendragon
** Base Script:
*** Added active repositioning (building moves as the base piece moves)
*** Added "Reset" Option to unlink parts from base temporarily
*** Modified creator flag to automatically set based if owner is creator
*** Minor changes to improve code readability (for those learning LSL)
** Component Script:
*** Added active repositioning (pieces move as the base piece moves)
*** Pieces use WarpPos technique to instantanetly move large distances
*** Pieces no longer move until the the "Record" option has been used at least once
*** Pieces will not move if base is not same owner as the pieces
*** Pieces no longer 'bounce' when hitting the ground
----
* v1.7 - August 21, 2006
** Component Script:
*** Correction for non-zero rotation (thanks Ed44 Gupta!)
----
* v1.8 - 20070429 - Newfie Pendragon
** Base Script:
*** Added a variable to allow a user to tweak how long a listener is open, and changed the default to 30 seconds.
----
* v1.9 - 20070630 - Newfie Pendragon
** Base Script:
*** Changed to use llRegionSay - no more 96m max distance (same sim)
*** Changed rez sequence to be less affected by lag/gray goo fence
*** Timer always on, less code/more reliable
** Component Script:
***Added check to keep within sim edges
----
* v1.10 - February 9, 2008
** Base Script:
*** New setting '''creatorUUID''' - allows user to explicitly state creator of object, in case it differs from base prim
*** New setting '''deleteOnRez''' - Determines if script is to delete building prims from inventory as they are rezzed (setting to FALSE means building can be rezzed multiple times)
*** New setting '''allowClean''' - Determines if end user can use the 'CLEAN' menu option
*** New setting '''dieOnClean''' - Include base prim when cleaning
*** New setting '''recordSimLocation''' - when TRUE using 'RECORD' menu option, location is in exact sim coordinates instead of relative to base prim.
*** New setting '''bulkBuild''' - when set to FALSE, will rez/position each prim individually, ala Rez-Faux/etc
*** Bumped lag-wait timeout to 10 seconds (original was 3 seconds, way too short)
*** New setting '''SGCompatible''' - set to TRUE to enable ShapeGen support (see contributions by Andromeda Quonset)
*** Contributions by Huney Jewell:
**** Added configurable constant to determine, which Menu Options will be displayed
**** Menu Option 'Clean' now also deletes the prim which contains this script
*** Contributions by Andromeda Quonset:
**** Added Channel command to dialog box
**** Added second dialog box for inputting channel
**** Added changing to default channel when invoking RECORD function
**** Changed channel assignment on-rez, default channel, so ends with 0000
** Component Script:
*** Added logic to recognize sim-exact vs. relative position recording.
*** Added logic to aid in single prim rez/move feature
 
{{LSLC|Library}}
 
{{#vardefine:sort|Builder's Buddy}}

Revision as of 19:31, 24 January 2015

This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki. There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc. The component script goes into each linked set that makes up the rest of the large build. In short, only one base script, many component scripts.

The most current "official" version of these scripts is 1.10.


Help Documentation

Complete Step-by-Step help is posted here: Builder's Buddy Help Document . The help document also includes a short quick end-user guide for you to distribute to end-users of your products.


Obligatory Copyright Notice

There are only a few points here:

  • Use this script as you wish, to modify, sell, etc.
  • If you use this script in a for-sale product, please give credit to Newfie Pendragon as the creator of the script.
  • If you wish to modify this script and release the changes for public use, please submit changes to Newfie Pendragon. This is to ensure a consistent version numbering on releases, and to ensure changes are not wiped out in future releases.

The Base Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Base Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////

// Channel used by Base Prim to talk to Component Prims
// This channel must be the same one in the component script
// A negative channel is used because it elimited accidental activations
// by an Avatar talking on obscure channels
integer DefaultPRIMCHAN = -192567;     // Default channel to use
integer PRIMCHAN = DefaultPRIMCHAN;    // Channel used by Base Prim to talk to Component Prims;
                                       // ***THIS MUST MATCH IN BOTH SCRIPTS!***

//The UUID of the creator of the object
//Leave this as "" unless SL displays wrong name in object properties
key creatorUUID = "";

// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = TRUE;

// Set to TRUE to delete piece from inventory when rezzed
// (WARNING) If set to FALSE, user will be able to rez multiple copies
integer deleteOnRez = FALSE;

// Allow non-creator to use CLEAN command?
// (WARNING) If set to TRUE, it is recommended to set
// deleteOnRez to FALSE, or user could lose entire building
integer allowClean = TRUE;

//When user selects CLEAN, delete the base prim too?
integer dieOnClean = FALSE;

// Set to TRUE to record piece's location based on sim
// coordinates instead of relationship to base prim
integer recordSimLocation = FALSE;

// Set to TRUE to rez all building pieces before positioning,
// or FALSE to do (slower?) one at a time
integer bulkBuild = TRUE;

//Set to FALSE if you dont want the script to say anything while 'working'
integer chatty = TRUE;

//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;

//How often (in seconds) to perform any timed checks
float fTimerRate = 0.25;

//How long to sit still before exiting active mode
float fStoppedTime = 30.0;

//SL sometimes blocks rezzing to prevent "gray goo" attacks
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 10;

//Specify which Menu Options will be displayed
//FALSE will restrict full options to creator
//TRUE will offer full options to anyone
integer fullOptions = FALSE;

//Set to TRUE if you want ShapeGen channel support
// (Last 4 digits of channel affected)
integer SGCompatible = FALSE;


///////////////////////////////////////////////////////////////////////////////
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
string Input = "";
string Sign = "+";
string SignInput = " ";
string Caption = "Enter a number, include any leading 0's: ";

///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////

//Name each option-these names will be your button names.
string optRecord = "Record";
string optReset = "Reset";
string optBuild = "Build";
string optPos = "Position";
string optClean = "Clean";
string optDone = "Done";
string optChannel = "Channel";

//Menu option descriptions
string descRecord = ": Record the position of all parts\n";
string descReset = ": Forgets the position of all parts\n";
string descBuild = ": Rez inv. items and position them\n";
string descPos = ": Reposition the parts to a new location\n";
string descClean = ": De-Rez all pieces\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descChannel = ": Change Channel used on base and parts.\n";

integer MENU_CHANNEL;
integer MENU2_CHANNEL;
integer MENU_HANDLE;
integer MENU2_HANDLE;
key agent;
key objectowner;
integer group;
string title = "";
list optionlist = [];
integer bMoving;
vector vLastPos;
rotation rLastRot;
integer bRezzing;
integer iListenTimeout = 0;
integer iLastRez = 0;
integer iRezIndex;


InvertSign()
{
    if(Sign == "+")
        Sign = "-";
    else
        Sign = "+";
}

//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
announce_moved()
{
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime();        //Reset our throttle
    vLastPos = llGetPos();
    rLastRot = llGetRot();
    return;
}


rez_object()
{
    //Rez the object indicated by iRezIndex
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
    iLastRez = llGetUnixTime();

    if(!bRezzing) {
        bRezzing = TRUE;
        //timer_on();
    }
}

post_rez_object()
{
    if ( creatorUUID != llGetOwner() ) {
        if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}

heard(integer channel, string name, key id, string message)
{
    if( channel == PRIMCHAN ) {
        if( message == "READYTOPOS" ) {
            //New prim ready to be positioned
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));

        } else if( message == "ATDEST" ) {
            //Rez the next in the sequence (if any)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
            } else {
                //We are done building, reset our listeners
                iLastRez = 0;
                bRezzing = FALSE;
                state reset_listeners;
            }
        }
        return;

    } else if( channel == MENU_CHANNEL ) {   //Process input from original menu
        if ( message == optRecord ) {
            PRIMCHAN = DefaultPRIMCHAN;
            llOwnerSay("Recording positions...");
            if(recordSimLocation) {
                //Location in sim
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            } else {
                //Location relative to base
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");

            //If rezzing/positioning one at a time, we need
            // to listen for when they've reached their dest
            if(!bulkBuild) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            }

            //Start rezzing, last piece first
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            if(dieOnClean) llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
        if ( message == optChannel ) {
            Sign = "+"; //default is a positive number
            Input = "";
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }

    } else if ( channel == MENU2_CHANNEL ) {    //process input from MENU2
        // if a valid choice was made, implement that choice if possible.
        // (llListFindList returns -1 if Choice is not in the menu list.)
        if ( llListFindList( Menu2, [ message ]) != -1 ) {
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
                Input += message;
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "-" ) {
                InvertSign();
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "enter" ) {     //terminate input from menu2
                string CalcChan = Input;

            	//Apply ShapeGen compatibility?
            	if(SGCompatible) {
                    //new assign channel number, forcing last 4 digits to 0000
                	integer ChanSize = llStringLength(Input); //determine number of digits (chars)
	                if(ChanSize > 5) {
    	                CalcChan = llGetSubString(Input, 0, 4);    //Shorten to 5 digits
        	        }
                	CalcChan += "0000"; //append 0000
                    if(Sign == "-")
	                    CalcChan = Sign + CalcChan;
            	}
            	PRIMCHAN = (integer)CalcChan; //assign channel number
            	llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            }

        } else {
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
    }
}


///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
    ///////////////////////////////////////////////////////////////////////////////
    changed(integer change) {
        if(change & CHANGED_OWNER)
        llResetScript();
    }

    ///////////////////////////////////////////////////////////////////////////////
    state_entry () {
        //Determine the creator UUID
        if(creatorUUID == "") creatorUUID = llGetCreator();

        //Use which menu?
        if (creatorUUID == llGetOwner() || fullOptions) {
            //Display all options
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
            title = optRecord + descRecord;
            title += optReset + descReset;
            title += optBuild + descBuild;
            title += optPos + descPos;
            title += optClean + descClean;
            title += optDone + descDone;
            title += optChannel + descChannel;

        } else {
            //Display limited options
            if(allowClean) {
                optionlist = [optBuild, optPos, optClean, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optClean + descClean;
                title += optDone + descDone;
            } else {
                optionlist = [optBuild, optPos, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optDone + descDone;
            }
        }

        //Record our position
        vLastPos = llGetPos();
        rLastRot = llGetRot();

        llSetTimerEvent(fTimerRate);
    }

    ///////////////////////////////////////////////////////////////////////////////
    touch_start (integer total_number) {
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
        agent = llDetectedKey(0); // Agent's key
        objectowner = llGetOwner(); // objowners key
        // is the Agent = the owner OR is the agent in the owners group
        if ( (objectowner == agent) || ( group && ingroup )  )  {
            iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
            MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU2_CHANNEL = MENU_CHANNEL + 1;
            MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
            MENU2_HANDLE = llListen(MENU2_CHANNEL,"","","");
            if ( creatorUUID == llGetOwner() || fullOptions) {
                llDialog(agent,title + "Now on Channel " + (string)PRIMCHAN, optionlist, MENU_CHANNEL); //display channel number if authorized
            } else {
                llDialog(agent, title, optionlist, MENU_CHANNEL);
            }
            //timer_on();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message) {
    	heard(channel, name, id, message);
    	return;
    }

    ///////////////////////////////////////////////////////////////////////////////
    moving_start()
    {
        if( !bMoving )
        {
            bMoving = TRUE;
            //timer_on();
            announce_moved();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    object_rez(key id) {
        //The object rezzed, perform any post-rez processing
        post_rez_object();

        //Rezzing it all before moving?
        if(bulkBuild) {
            //Move on to the next object
            //Loop through backwards (safety precaution in case of inventory change)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();

            } else {
                //Rezzing complete, now positioning
                iLastRez = 0;
                bRezzing = FALSE;
                if(chatty) llOwnerSay("Positioning");
                llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    timer() {
        //Did we change position/rotation?
        if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
        {
            if( llGetTime() > fTimerRate ) {
                announce_moved();
            }
        }

        //Are we rezzing?
        if(bRezzing) {
            //Did the last one take too long?
            if((llGetUnixTime() - iLastRez) >= iRezWait) {
                //Yes, retry it
                if(chatty) llOwnerSay("Reattempting rez of most recent piece");
                rez_object();
            }
        }

        //Open listener?
        if( iListenTimeout != 0 )
        {
            //Past our close timeout?
            if( iListenTimeout <= llGetUnixTime() )
            {
                iListenTimeout = 0;
                llListenRemove(MENU_HANDLE);
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Reset ourselves
        llResetScript();
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

The Component Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25;        // Time in seconds between movement 'ticks'
integer DefaultChannel = -192567; // Andromeda Quonset's default channel
integer PRIMCHAN = DefaultChannel;  // Channel used by Base Prim to talk to Component Prims;
                                    // ***THIS MUST MATCH IN BOTH SCRIPTS!***

//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
vector vOffset;
rotation rRotation;
integer bNeedMove;
vector vDestPos;
rotation rDestRot;
integer bMovingSingle = FALSE;
integer bAbsolute = FALSE;
integer bRecorded = FALSE;


////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
    //This routine searches for the first word in a string,
    // and returns it.  If no word boundary found, returns
    // the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, 0, pos - 1);
    else
        return In_String;
}

////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
{
    //This routine searches for the other-than-first words in a string,
    // and returns it. If no word boundary found, returns
    // an empty string.
    if( Token == "" ) Token = " ";

    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
    else
        return "";
}

////////////////////////////////////////////////////////////////////////////////
do_move()
{
    integer i = 0;
    vector vLastPos = ZERO_VECTOR;
    while( (i < 5) && (llGetPos() != vDestPos) )
    {
        list lParams = [];

        //If we're not there....
        if( llGetPos() != vDestPos )
        {
            //We may be stuck on the ground...
            //Did we move at all compared to last loop?
            if( llGetPos() == vLastPos )
            {
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                //llSetPos(llGetPos() + <0, 0, 10.0>);
            } else {
                //Record our spot for 'stuck' detection
                vLastPos = llGetPos();
            }
        }

        //Try to move to destination
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        //(Newfie, June 2006)
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
        integer x;
        for( x = 0; x < iHops; x++ ) {
            lParams += [ PRIM_POSITION, vDestPos ];
        }
        llSetPrimitiveParams(lParams);
        //llSleep(0.1);
        i++;
    }

    //Set rotation
    llSetRot(rDestRot);
}

start_move(string sText, key kID)
{
    //Don't move if we've not yet recorded a position
    if( !bRecorded ) return;

    //Also ignore commands from bases with a different owner than us
    //(Anti-hacking measure)
    if( llGetOwner() != llGetOwnerKey(kID) ) return;


    //Calculate our destination position relative to base?
    if(!bAbsolute) {
        //Relative position
        //Calculate our destination position
        sText = other_words(sText, " ");
        list lParams = llParseString2List(sText, [ "|" ], []);
        vector vBase = (vector)llList2String(lParams, 0);
        rotation rBase = (rotation)llList2String(lParams, 1);

        vDestPos = (vOffset * rBase) + vBase;
        rDestRot = rRotation * rBase;
    } else {
        //Sim position
        vDestPos = vOffset;
        rDestRot = rRotation;
    }

    //Make sure our calculated position is within the sim
    if(vDestPos.x < 0.0) vDestPos.x = 0.0;
    if(vDestPos.x > 255.0) vDestPos.x = 255.0;
    if(vDestPos.y < 0.0) vDestPos.y = 0.0;
    if(vDestPos.y > 255.0) vDestPos.y = 255.0;
    if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;

    //Turn on our timer to perform the move?
    if( !bNeedMove )
    {
        llSetTimerEvent(fTimerInterval);
        bNeedMove = TRUE;
    }
    return;
}

//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        //Open up the listener
        llListen(PRIMCHAN, "", NULL_KEY, "");
        llRegionSay(PRIMCHAN, "READYTOPOS");
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Set the channel to what's specified
        if( iStart != 0 )
        {
            PRIMCHAN = iStart;
            state reset_listeners;
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    listen(integer iChan, string sName, key kID, string sText)
    {
        string sCmd = llToUpper(first_word(sText, " "));

        if( sCmd == "RECORD" )
        {
            //Record position relative to base prim
            sText = other_words(sText, " ");
            list lParams = llParseString2List(sText, [ "|" ], []);
            vector vBase = (vector)llList2String(lParams, 0);
            rotation rBase = (rotation)llList2String(lParams, 1);

            vOffset = (llGetPos() - vBase) / rBase;
            rRotation = llGetRot() / rBase;
            bAbsolute = FALSE;
            bRecorded = TRUE;
            llOwnerSay("Recorded position.");
            return;
        }

        if( sCmd == "RECORDABS" )
        {
            //Record absolute position
            rRotation = llGetRot();
            vOffset = llGetPos();
            bAbsolute = TRUE;
            bRecorded = TRUE;
            llOwnerSay("Recorded sim position.");
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "MOVE" )
        {
            start_move(sText, kID);
            return;
        }

        if( sCmd == "MOVESINGLE" )
        {
            //If we haven't gotten this before, position ourselves
            if(!bMovingSingle) {
                //Record that we are a single-prim move
                bMovingSingle = TRUE;

                //Now move it
                start_move(sText, kID);
                return;
            }
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "DONE" )
        {
            //We are done, remove script
            llRemoveInventory(llGetScriptName());
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "CLEAN" )
        {
            //Clean up
            llDie();
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RESET" )
        {
            llResetScript();
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Turn ourselves off
        llSetTimerEvent(0.0);

        //Do we need to move?
        if( bNeedMove )
        {
            //Perform the move and clean up
            do_move();

            //If single-prim move, announce to base we're done
            if(bMovingSingle) {
                llRegionSay(PRIMCHAN, "ATDEST");
            }

            //Done moving
            bNeedMove = FALSE;
        }
        return;
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

Change Log

  • v1.0 - March 28, 2006 - Newfie Pendragon
    • Original Version

  • v1.1 - March 31, 2006 - Kalidor Lazarno
    • Added a Dialog Engine to the base script

  • v1.5 - June 12, 2006 - Androclese Antonelli
    • Base Script:
      • Added a random number generator to the dialog engine to eliminate problems with multiple BB boxes cross-talking
      • Added a timer to the listen command to put it asleep after 10sec.
      • Added a Menu Description
      • Added a "creator" flag so the owner could use the same object with full menu options and only a single flag change
      • Added an "ingroup" flag to enable/disable the same group use function
      • Non-Admin usage cleans the inventory items as they spawn

  • v1.6 - 20060624 - Newfie Pendragon
    • Base Script:
      • Added active repositioning (building moves as the base piece moves)
      • Added "Reset" Option to unlink parts from base temporarily
      • Modified creator flag to automatically set based if owner is creator
      • Minor changes to improve code readability (for those learning LSL)
    • Component Script:
      • Added active repositioning (pieces move as the base piece moves)
      • Pieces use WarpPos technique to instantanetly move large distances
      • Pieces no longer move until the the "Record" option has been used at least once
      • Pieces will not move if base is not same owner as the pieces
      • Pieces no longer 'bounce' when hitting the ground

  • v1.7 - August 21, 2006
    • Component Script:
      • Correction for non-zero rotation (thanks Ed44 Gupta!)

  • v1.8 - 20070429 - Newfie Pendragon
    • Base Script:
      • Added a variable to allow a user to tweak how long a listener is open, and changed the default to 30 seconds.

  • v1.9 - 20070630 - Newfie Pendragon
    • Base Script:
      • Changed to use llRegionSay - no more 96m max distance (same sim)
      • Changed rez sequence to be less affected by lag/gray goo fence
      • Timer always on, less code/more reliable
    • Component Script:
      • Added check to keep within sim edges

  • v1.10 - February 9, 2008
    • Base Script:
      • New setting creatorUUID - allows user to explicitly state creator of object, in case it differs from base prim
      • New setting deleteOnRez - Determines if script is to delete building prims from inventory as they are rezzed (setting to FALSE means building can be rezzed multiple times)
      • New setting allowClean - Determines if end user can use the 'CLEAN' menu option
      • New setting dieOnClean - Include base prim when cleaning
      • New setting recordSimLocation - when TRUE using 'RECORD' menu option, location is in exact sim coordinates instead of relative to base prim.
      • New setting bulkBuild - when set to FALSE, will rez/position each prim individually, ala Rez-Faux/etc
      • Bumped lag-wait timeout to 10 seconds (original was 3 seconds, way too short)
      • New setting SGCompatible - set to TRUE to enable ShapeGen support (see contributions by Andromeda Quonset)
      • Contributions by Huney Jewell:
        • Added configurable constant to determine, which Menu Options will be displayed
        • Menu Option 'Clean' now also deletes the prim which contains this script
      • Contributions by Andromeda Quonset:
        • Added Channel command to dialog box
        • Added second dialog box for inputting channel
        • Added changing to default channel when invoking RECORD function
        • Changed channel assignment on-rez, default channel, so ends with 0000
    • Component Script:
      • Added logic to recognize sim-exact vs. relative position recording.
      • Added logic to aid in single prim rez/move feature