Difference between revisions of "Builders Buddy v1"

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m (The Base Script: updated to version 2.0)
Line 5: Line 5:
 
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.
 
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 ==
+
== The Base Script ==///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
+
// Builders' Buddy 2.0 (Base Script)
// Builders' Buddy 1.8 (Base Script)
+
// by Newfie Pendragon, March 2006
// by Newfie Pendragon, March 2006
+
//
//
+
// This script is distributed with permission that it may be used in
// This script is distributed with permission that it may be used in
+
// any way, or may be further modified/included in resale items.
// any way, or may be further modified/included in resale items.
+
// HOWEVER, if this script is used as part of a for-sale product,
// HOWEVER, if this script is used as part of a for-sale product,
+
// it is required that appropriate credit be given to Newfie for
// it is required that appropriate credit be given to Newfie for
+
// the script (or portions used in derivatives).  That's a fair price
// the script (or portions used in derivatives).  That's a fair price
+
// in exchange for unlimited use of this script, dontcha think?
// in exchange for unlimited use of this script, dontcha think?
+
//
//
+
//  SL Forum thread and new versions found here:
//  SL Forum thread and new versions found here:
+
//  http://forums.secondlife.com/showthread.php?t=96792
//  http://forums.secondlife.com/showthread.php?t=96792
+
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
+
//
//
+
//  Script Purpose & Use
//  Script Purpose & Use
+
//
//
+
//  Functions are dependent on the "component script"
//  Functions are dependent on the "component script"
+
//
//
+
//  QUICK USE:
//  QUICK USE:
+
//  - Drop this script in the Base.
//  - Drop this script in the Base.
+
//  - Drop the "Component" Script in each building part.
//  - Drop the "Component" Script in each building part.
+
//  - Touch  your Base, and choose RECORD
//  - Touch  your Base, and choose RECORD
+
//  - Take all building parts into inventory
//  - Take all building parts into inventory
+
//  - Drag building parts from inventory into Base Prim
//  - Drag building parts from inventory into Base Prim
+
//  - Touch your base and choose BUILD
//  - Touch your base and choose BUILD
+
//
//
+
//  OTHER COMMANDS from the Touch menu
//  OTHER COMMANDS from the Touch menu
+
//  - To reposition, move/rotate Base Prim choose POSITION
//  - To reposition, move/rotate Base Prim choose POSITION
+
//  - To lock into position (removes scripts) choose DONE
//  - To lock into position (removes scripts) choose DONE
+
//  - To delete building pieces: choose CLEAN
//  - To delete building pieces: choose CLEAN
+
//
//
+
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
+
//
//
+
//  History
//  History
+
//
//
+
// v1.0 - 20060328 - Newfie Pendragon
// v1.0 - 20060328 - Newfie Pendragon
+
//      - Original Version
//      - Original Version
+
// v1.1 - 20060331 - Kalidor Lazarno
// v1.1 - 20060331 - Kalidor Lazarno
+
//      - Added a Dialog Engine to the base script
//      - Added a Dialog Engine to the base script
+
// v1.5 - 20060612 - Androclese Antonelli
// v1.5 - 20060612 - Androclese Antonelli
+
//      - Added a random number generator to the dialog engine to elimintate
//      - Added a random number generator to the dialog engine to elimintate
+
//        problems with multiple BB boxes cross-talking
//        problems with multiple BB boxes cross-talking
+
//      - Added a timer to the listen command to put it asleep after 10sec.
//      - Added a timer to the listen command to put it asleep after 10sec.
+
//      - Added a Menu Description
//      - Added a Menu Description
+
//      - Added n "creator" flag so the owner could use the same object with full
//      - Added n "creator" flag so the owner could use the same object with full
+
//        menu options and only a single flag change
//        menu options and only a single flag change
+
//      - Added an "ingroup" flag to enable/disable the same group use function
//      - Added an "ingroup" flag to enable/disable the same group use function
+
//      - Non-Admin usage cleans the inventory items as they spawn
//      - Non-Admin usage cleans the inventory items as they spawn
+
// v1.6 - 20060624 - Newfie Pendragon
// v1.6 - 20060624 - Newfie Pendragon
+
//      - Added active repositioning (building moves as the base piece moves)
//      - Added active repositioning (building moves as the base piece moves)
+
//      - Added "Reset" Option to unlink parts from base temporarily
//      - Added "Reset" Option to unlink parts from base temporarily
+
//      - Modified creator flag to automatically set based if owner is creator
//      - Modified creator flag to automatically set based if owner is creator
+
//      - Minor changes to improve code readability (for those learning LSL)
//      - Minor changes to improve code readability (for those learning LSL)
+
// v1.8 - 20070429 - Newfie Pendragon
// v1.8 - 20070429 - Newfie Pendragon
+
//      - Added a variable to allow a user to tweak how long a listener is open,
//      - Added a variable to allow a user to tweak how long a listener is open,
+
//        and changed the default to 30 seconds.
//        and changed the default to 30 seconds.
+
// v1.9 - 20070630 - Newfie Pendragon
///////////////////////////////////////////////////////////////////////////////
+
//     - Changed to use llRegionSay - no more 96m max distance (same sim)
// User Variables
+
//     - Changed rez sequence to be less affected by lag/gray goo fence
///////////////////////////////////////////////////////////////////////////////
+
//     - Timer always on, less code/more reliable
 +
// v2.0 - 20070829 - Huney Jewell
 +
//     - Added configurable constant to determine, which Menu Options will be diplayed
 +
//     - Menu Option 'Clean' now also deletes the prim which contains this script
 +
///////////////////////////////////////////////////////////////////////////////
 
   
 
   
// Set to TRUE to allow group members to use the dialog menu
+
//////////////////////////////////////////////////////////////////////////////////////////
// Set to FALSE to disallow group members from using the dialog menu
+
// Configurable Settings
integer ingroup = TRUE;
+
 
   
 
   
//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";
 
 
   
 
   
//Menu option descriptions
+
// Channel used by Base Prim to talk to Component Prims
string descRecord = " : Record the position of all parts\n";
+
// This channel must be the same one in the component script
string descReset = " : Forgets the position of all parts\n";
+
// A negative channel is used because it elimited accidental activations
string descBuild = " : Spawn inv. items and position them\n";
+
// by an Avatar talking on obscure channels
string descPos = " : Reposition the parts to a new location\n";
+
integer PRIMCHAN = -19730611;   // Channel used by Base Prim to talk to Component Prims;
string descClean = " : De-Rez all pieces\n";
+
                                // ***THIS MUST MATCH IN BOTH SCRIPTS!***
string descDone = " : Remove all BB scripts and make the parts permanent.\n";
+
 
   
 
   
//How long to listen for a menu response before shutting down the listener
+
// Set to TRUE to allow group members to use the dialog menu
float fListenTime = 30.0;
+
// Set to FALSE to disallow group members from using the dialog menu
 +
integer ingroup = TRUE;
 
   
 
   
//How often (in seconds) to check for change in position when moving
+
//Set to FALSE if you dont want the script to say anything while 'working'
float fMovingRate = 0.25;
+
integer chatty = TRUE;
 
   
 
   
//How long to sit still before exiting active mode
+
//How long to listen for a menu response before shutting down the listener
float fStoppedTime = 30.0;
+
float fListenTime = 30.0;
 
   
 
   
//Minimum amount of time (in seconds) between movement updates
+
//How often (in seconds) to perform any timed checks
float fShoutRate = 0.25;
+
float fTimerRate = 0.25;
 
   
 
   
// Channel used by Base Prim to talk to Component Prims
+
//How long to sit still before exiting active mode
// This channel must be the same one in the component script
+
float fStoppedTime = 30.0;
// A negative channel is used because it elimited accidental activations
+
// by an Avatar talking on obscure channels
+
integer PRIMCHAN = -19730611;
+
 
   
 
   
///////////////////////////////////////////////////////////////////////////////
+
//SL sometimes blocks rezzing to prevent "gray goo" attacks
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
+
//How long we wait (seconds) before we assume SL blocked our rez attempt
///////////////////////////////////////////////////////////////////////////////
+
integer iRezWait = 3;
integer MENU_CHANNEL;
+
integer MENU_HANDLE;
+
key agent;
+
key objectowner;
+
integer group;
+
string title = "";
+
list optionlist = [];
+
integer bMoving;
+
vector vLastPos;
+
rotation rLastRot;
+
integer iListenTimeout = 0;
+
 
   
 
   
//To avoid flooding the sim with a high rate of movements
+
//Specify which Menu Options will be displayed
//(and the resulting mass updates it will bring), we used
+
//TRUE will restrict full options to creator
// a short throttle to limit ourselves
+
//FALSE will offer full options to anyone
announce_moved()
+
integer limitedOptions = TRUE;
{
+
    llShout(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
+
    llResetTime();        //Reset our throttle
+
    vLastPos = llGetPos();
+
    rLastRot = llGetRot();
+
    return;
+
}
+
 
   
 
   
 
   
 
   
///////////////////////////////////////////////////////////////////////////////
+
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
+
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////
+
///////////////////////////////////////////////////////////////////////////////
default {
+
    ///////////////////////////////////////////////////////////////////////////////
+
    changed(integer change) {
+
        if(change & CHANGED_OWNER)
+
        llResetScript();
+
    }
+
 
   
 
   
    ///////////////////////////////////////////////////////////////////////////////
+
//Name each option-these names will be your button names.
    state_entry () {
+
string optRecord = "Record";
        //Use which menu?
+
string optReset = "Reset";
        if ( llGetCreator() == llGetOwner() ) {
+
string optBuild = "Build";
            //Display all options
+
string optPos = "Position";
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
+
string optClean = "Clean";
 +
string optDone = "Done";
 +
 +
//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";
 +
 +
integer MENU_CHANNEL;
 +
integer MENU_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;
 +
//integer bTimerOn = FALSE;
 +
 +
//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 ( llGetCreator() != llGetOwner() )
 +
        llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
 +
}
 +
 +
///////////////////////////////////////////////////////////////////////////////
 +
///////////////////////////////////////////////////////////////////////////////
 +
///////////////////////////////////////////////////////////////////////////////
 +
default {
 +
    ///////////////////////////////////////////////////////////////////////////////
 +
    changed(integer change) {
 +
        if(change & CHANGED_OWNER)
 +
        llResetScript();
 +
    }
 +
 +
    ///////////////////////////////////////////////////////////////////////////////
 +
    state_entry () {
 +
        //Use which menu?
 +
        if ( llGetCreator() == llGetOwner() && limitedOptions) {
 +
            //Display all options
 +
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
 
             title = optRecord + descRecord;
 
             title = optRecord + descRecord;
 
             title += optReset + descReset;
 
             title += optReset + descReset;
Line 163: Line 205:
 
             title += optDone + descDone;
 
             title += optDone + descDone;
 
         }
 
         }
       
+
 
         //Record our position
 
         //Record our position
 
         vLastPos = llGetPos();
 
         vLastPos = llGetPos();
 
         rLastRot = llGetRot();
 
         rLastRot = llGetRot();
 
   
 
   
 +
        llSetTimerEvent(fTimerRate);
 
     }
 
     }
 
   
 
   
Line 181: Line 224:
 
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
 
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
 
             llDialog(agent, title, optionlist, MENU_CHANNEL);
 
             llDialog(agent, title, optionlist, MENU_CHANNEL);
             llSetTimerEvent(fShoutRate);
+
             //timer_on();
 
         }
 
         }
 
     }
 
     }
Line 189: Line 232:
 
         if ( message == optRecord ) {
 
         if ( message == optRecord ) {
 
             llOwnerSay("Recording positions...");
 
             llOwnerSay("Recording positions...");
             llShout(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
+
             llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
 
             return;
 
             return;
 
         }
 
         }
Line 198: Line 241:
 
         }
 
         }
 
         if ( message == optBuild ) {
 
         if ( message == optBuild ) {
             vector vThisPos = llGetPos();
+
             if(chatty) llOwnerSay("Rezzing build pieces...");
            rotation rThisRot = llGetRot();
+
             iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            integer i;
+
             rez_object();
            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;
 
             return;
 
         }
 
         }
 
         if ( message == optPos ) {
 
         if ( message == optPos ) {
             llOwnerSay("Positioning");
+
             if(chatty) llOwnerSay("Positioning");
 
             vector vThisPos = llGetPos();
 
             vector vThisPos = llGetPos();
 
             rotation rThisRot = llGetRot();
 
             rotation rThisRot = llGetRot();
             llShout(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
+
             llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
 
             return;
 
             return;
 
         }
 
         }
 
         if ( message == optClean ) {
 
         if ( message == optClean ) {
             llShout(PRIMCHAN, "CLEAN");
+
             llRegionSay(PRIMCHAN, "CLEAN");
 +
            llDie();
 
             return;
 
             return;
 
         }
 
         }
 
         if ( message == optDone ) {
 
         if ( message == optDone ) {
             llShout(PRIMCHAN, "DONE");
+
             llRegionSay(PRIMCHAN, "DONE");
             //llDie();
+
             if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            llOwnerSay("Removing mover scripts.");
+
 
             return;
 
             return;
         }  
+
         }
 
     }
 
     }
 
   
 
   
Line 241: Line 271:
 
         {
 
         {
 
             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();
 +
 +
        //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();
+
                }
+
 
             }
 
             }
        } else {
 
            //Have we been sitting long enough to consider ourselves stopped?
 
            if( llGetTime() > fStoppedTime )
 
                bMoving = FALSE;
 
 
         }
 
         }
          
+
 +
         //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?
 
         //Open listener?
 
         if( iListenTimeout != 0 )
 
         if( iListenTimeout != 0 )
Line 274: Line 326:
 
                 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 335:
 
         llResetScript();
 
         llResetScript();
 
     }
 
     }
}
+
}
 
+
  
 
== The Component Script ==
 
== The Component Script ==

Revision as of 21:54, 28 August 2007

Builder's Buddy

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?

Note to Sellers!

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 ==/////////////////////////////////////////////////////////////////////////////// // Builders' Buddy 2.0 (Base Script) // by Newfie Pendragon, March 2006 // // This script is distributed with permission that it may be used in // any way, or may be further modified/included in resale items. // HOWEVER, if this script is used as part of a for-sale product, // it is required that appropriate credit be given to Newfie for // the script (or portions used in derivatives). That's a fair price // in exchange for unlimited use of this script, dontcha think? // // SL Forum thread and new versions found here: // http://forums.secondlife.com/showthread.php?t=96792 /////////////////////////////////////////////////////////////////////////////// // // 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 // /////////////////////////////////////////////////////////////////////////////// // // History // // v1.0 - 20060328 - Newfie Pendragon // - Original Version // v1.1 - 20060331 - Kalidor Lazarno // - Added a Dialog Engine to the base script // v1.5 - 20060612 - Androclese Antonelli // - Added a random number generator to the dialog engine to elimintate // 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 n "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 // - 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) // v1.8 - 20070429 - Newfie Pendragon // - 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 // - 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 // v2.0 - 20070829 - Huney Jewell // - Added configurable constant to determine, which Menu Options will be diplayed // - Menu Option 'Clean' now also deletes the prim which contains this script ///////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////// // Configurable Settings


// 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 PRIMCHAN = -19730611; // Channel used by Base Prim to talk to Component Prims;

                                // ***THIS MUST MATCH IN BOTH SCRIPTS!***

// 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 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 = 3;

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


/////////////////////////////////////////////////////////////////////////////// // 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";

//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";

integer MENU_CHANNEL; integer MENU_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; //integer bTimerOn = FALSE;

//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 ( llGetCreator() != llGetOwner() )
       llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));

}

/////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// default {

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

   ///////////////////////////////////////////////////////////////////////////////
   state_entry () {
       //Use which menu?
       if ( llGetCreator() == llGetOwner() && limitedOptions) {
           //Display all options
           optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
           title = optRecord + descRecord;
           title += optReset + descReset;
           title += optBuild + descBuild;
           title += optPos + descPos;
           title += optClean + descClean;
           title += optDone + descDone;

       } else {
           //Display limited options
           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));
           MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
           llDialog(agent, title, optionlist, MENU_CHANNEL);
           //timer_on();
       }
   }

   ///////////////////////////////////////////////////////////////////////////////
   listen(integer channel, string name, key id, string message) {
       if ( message == optRecord ) {
           llOwnerSay("Recording positions...");
           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...");
           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");
           llDie();
           return;
       }
       if ( message == optDone ) {
           llRegionSay(PRIMCHAN, "DONE");
           if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
           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();

       //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();
   }

}

The Component Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.7 (Component Pieces)
//
// by Newfie Pendragon, March 2006
//
// This script is distributed with permission that it may be used in
// any way, or may be further modified/included in resale items.
// HOWEVER, if this script is used as part of a for-sale product,
// it is required that appropriate credit be given to Newfie for
// the script (or portions used in derivatives).  That's a fair price
// in exchange for unlimited use of this script, dontcha think?
//
//  SL Forum thread and new versions found here:
//  http://forums.secondlife.com/showthread.php?t=96792
///////////////////////////////////////////////////////////////////////////////

// INSTRUCTIONS
//  This is the *Component Piece* half of the Builders' Buddy system.
//  Drop it into each 'piece' of the building.  Drop the Base Prim Script
//  into the prim  that will be the container/box that will be used to
//  store the building once completed.  It can be in each individual
//  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.
//
// 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
//
///////////////////////////////////////////////////////////////////////////////
//  History
//
// v1.0 - 20060328 - Newfie Pendragon - Original Version
// v1.5 - 20060612 - Androclese Antonelli 
//        - (See base script for details)
// v1.6 - 20060624 - Newfie Pendragon
//      - 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 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
///////////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25;        //Time in seconds between movement 'ticks'
integer PRIMCHAN = -19730611;    //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 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
    // the 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);
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
   //////////////////////////////////////////////////////////////////////////////////////////
   state_entry()
   {
       //Open up the listener
       llListen(PRIMCHAN, "", NULL_KEY, "");
   }
   
   //////////////////////////////////////////////////////////////////////////////////////////
   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" )
       {
           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;
           bRecorded = TRUE;
           llOwnerSay("Recorded position.");
           return;
       }
       
       //////////////////////////////////////////////////////////////////////////////////////////
       if( sCmd == "MOVE" )
       {
           //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
           sText = other_words(sText, " ");
           list lParams = llParseString2List(sText, [ "|" ], []);
           vector vBase = (vector)llList2String(lParams, 0);
           rotation rBase = (rotation)llList2String(lParams, 1);
           
           //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" )
       {
           //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();
           bNeedMove = FALSE;
       }
       return;
   }
}

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