Difference between revisions of "Builders Buddy v1"

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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?
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.
 
 
== 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 PendragonThis is to ensure a consistent version numbering on releases, and to ensure changes are not wiped out in future releases.


== The Base Script ==  
== The Base Script ==  
///////////////////////////////////////////////////////////////////////////////
<syntaxhighlight lang="lsl2">
// Builders' Buddy 2.0 (Base Script)
///////////////////////////////////////////////////////////////////////////////
// by Newfie Pendragon, March 2006
// Builders' Buddy 1.10 (Base Script)
//
// 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.
//
// HOWEVER, if this script is used as part of a for-sale product,
// Script Purpose & Use
// it is required that appropriate credit be given to Newfie for
// Functions are dependent on the "component script"
// the script (or portions used in derivatives).  That's a fair price
//
// in exchange for unlimited use of this script, dontcha think?
// QUICK USE:
//
// - Drop this script in the Base.
// SL Forum thread and new versions found here:
// - Drop the "Component" Script in each building part.
//  http://forums.secondlife.com/showthread.php?t=96792
// - Touch your Base, and choose RECORD
///////////////////////////////////////////////////////////////////////////////
// - Take all building parts into inventory
//
// - Drag building parts from inventory into Base Prim
// Script Purpose & Use
// - Touch your base and choose BUILD
//
//
// Functions are dependent on the "component script"
// OTHER COMMANDS from the Touch menu
//
// - To reposition, move/rotate Base Prim choose POSITION
// QUICK USE:
// - To lock into position (removes scripts) choose DONE
// - Drop this script in the Base.
// - To delete building pieces: choose CLEAN
// - Drop the "Component" Script in each building part.
///////////////////////////////////////////////////////////////////////////////
// - Touch  your Base, and choose RECORD
// This script is copyrighted material, and has a few (minor) restrictions.
// - Take all building parts into inventory
// For complete details, including a revision history, please see
// - Drag building parts from inventory into Base Prim
//  http://wiki.secondlife.com/wiki/Builders_Buddy
// - Touch your base and choose BUILD
///////////////////////////////////////////////////////////////////////////////
//
 
// OTHER COMMANDS from the Touch menu
// Channel used by Base Prim to talk to Component Prims
// - To reposition, move/rotate Base Prim choose POSITION
// This channel must be the same one in the component script
// - To lock into position (removes scripts) choose DONE
// A negative channel is used because it elimited accidental activations
// - To delete building pieces: choose CLEAN
// 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!***
// History
 
//
//The UUID of the creator of the object
// v1.0 - 20060328 - Newfie Pendragon
//Leave this as "" unless SL displays wrong name in object properties
//     - Original Version
key creatorUUID = "";
// v1.1 - 20060331 - Kalidor Lazarno
 
//     - Added a Dialog Engine to the base script
// Set to TRUE to allow group members to use the dialog menu
// v1.5 - 20060612 - Androclese Antonelli
// Set to FALSE to disallow group members from using the dialog menu
//     - Added a random number generator to the dialog engine to elimintate
integer ingroup = TRUE;
//       problems with multiple BB boxes cross-talking
 
//     - Added a timer to the listen command to put it asleep after 10sec.
// Set to TRUE to delete piece from inventory when rezzed
//     - Added a Menu Description
// (WARNING) If set to FALSE, user will be able to rez multiple copies
//     - Added n "creator" flag so the owner could use the same object with full
integer deleteOnRez = FALSE;
//       menu options and only a single flag change
 
//     - Added an "ingroup" flag to enable/disable the same group use function
// Allow non-creator to use CLEAN command?
//     - Non-Admin usage cleans the inventory items as they spawn
// (WARNING) If set to TRUE, it is recommended to set
// v1.6 - 20060624 - Newfie Pendragon
// deleteOnRez to FALSE, or user could lose entire building
//     - Added active repositioning (building moves as the base piece moves)
integer allowClean = TRUE;
//     - Added "Reset" Option to unlink parts from base temporarily
 
//     - Modified creator flag to automatically set based if owner is creator
//When user selects CLEAN, delete the base prim too?
//      - Minor changes to improve code readability (for those learning LSL)
integer dieOnClean = FALSE;
// v1.8 - 20070429 - Newfie Pendragon
 
//     - Added a variable to allow a user to tweak how long a listener is open,
// Set to TRUE to record piece's location based on sim
//       and changed the default to 30 seconds.
// coordinates instead of relationship to base prim
// v1.9 - 20070630 - Newfie Pendragon
integer recordSimLocation = FALSE;
//     - Changed to use llRegionSay - no more 96m max distance (same sim)
 
//      - Changed rez sequence to be less affected by lag/gray goo fence
// Set to TRUE to rez all building pieces before positioning,
//     - Timer always on, less code/more reliable
// or FALSE to do (slower?) one at a time
// v2.0 - 20070829 - Huney Jewell
integer bulkBuild = TRUE;
//     - Added configurable constant to determine, which Menu Options will be displayed
 
//     - Menu Option 'Clean' now also deletes the prim which contains this script
//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
// Configurable Settings
float fListenTime = 30.0;
 
 
 
//How often (in seconds) to perform any timed checks
// Channel used by Base Prim to talk to Component Prims
float fTimerRate = 0.25;
// This channel must be the same one in the component script
 
// A negative channel is used because it elimited accidental activations
//How long to sit still before exiting active mode
// by an Avatar talking on obscure channels
float fStoppedTime = 30.0;
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
 
                                  // ***THIS MUST MATCH IN BOTH SCRIPTS!***
//SL sometimes blocks rezzing to prevent "gray goo" attacks
 
//How long we wait (seconds) before we assume SL blocked our rez attempt
// Set to TRUE to allow group members to use the dialog menu
integer iRezWait = 10;
// Set to FALSE to disallow group members from using the dialog menu
 
integer ingroup = TRUE;
//Specify which Menu Options will be displayed
 
//FALSE will restrict full options to creator
//Set to FALSE if you dont want the script to say anything while 'working'
//TRUE will offer full options to anyone
integer chatty = TRUE;
integer fullOptions = FALSE;
 
 
//How long to listen for a menu response before shutting down the listener
//Set to TRUE if you want ShapeGen channel support
float fListenTime = 30.0;
// (Last 4 digits of channel affected)
 
integer SGCompatible = FALSE;
//How often (in seconds) to perform any timed checks
 
float fTimerRate = 0.25;
 
 
///////////////////////////////////////////////////////////////////////////////
//How long to sit still before exiting active mode
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
float fStoppedTime = 30.0;
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
 
string Input = "";
//SL sometimes blocks rezzing to prevent "gray goo" attacks
string Sign = "+";
//How long we wait (seconds) before we assume SL blocked our rez attempt
string SignInput = " ";
integer iRezWait = 3;
string Caption = "Enter a number, include any leading 0's: ";
 
 
//Specify which Menu Options will be displayed
///////////////////////////////////////////////////////////////////////////////
//FALSE will restrict full options to creator
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
//TRUE will offer full options to anyone
///////////////////////////////////////////////////////////////////////////////
integer fullOptions = TRUE;
 
 
//Name each option-these names will be your button names.
 
string optRecord = "Record";
///////////////////////////////////////////////////////////////////////////////
string optReset = "Reset";
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
string optBuild = "Build";
///////////////////////////////////////////////////////////////////////////////
string optPos = "Position";
 
string optClean = "Clean";
//Name each option-these names will be your button names.
string optDone = "Done";
string optRecord = "Record";
string optChannel = "Channel";
string optReset = "Reset";
 
string optBuild = "Build";
//Menu option descriptions
string optPos = "Position";
string descRecord = ": Record the position of all parts\n";
string optClean = "Clean";
string descReset = ": Forgets the position of all parts\n";
string optDone = "Done";
string descBuild = ": Rez inv. items and position them\n";
 
string descPos = ": Reposition the parts to a new location\n";
//Menu option descriptions
string descClean = ": De-Rez all pieces\n";
string descRecord = ": Record the position of all parts\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descReset = ": Forgets the position of all parts\n";
string descChannel = ": Change Channel used on base and parts.\n";
string descBuild = ": Rez inv. items and position them\n";
 
string descPos = ": Reposition the parts to a new location\n";
integer MENU_CHANNEL;
string descClean = ": De-Rez all pieces\n";
integer MENU2_CHANNEL;
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
integer MENU_HANDLE;
 
integer MENU2_HANDLE;
integer MENU_CHANNEL;
key agent;
integer MENU_HANDLE;
key objectowner;
key agent;
integer group;
key objectowner;
string title = "";
integer group;
list optionlist = [];
string title = "";
integer bMoving;
list optionlist = [];
vector vLastPos;
integer bMoving;
rotation rLastRot;
vector vLastPos;
integer bRezzing;
rotation rLastRot;
integer iListenTimeout = 0;
integer bRezzing;
integer iLastRez = 0;
integer iListenTimeout = 0;
integer iRezIndex;
integer iLastRez = 0;
 
integer iRezIndex;
 
//integer bTimerOn = FALSE;
InvertSign()
 
{
//To avoid flooding the sim with a high rate of movements
    if(Sign == "+")
//(and the resulting mass updates it will bring), we used
        Sign = "-";
// a short throttle to limit ourselves
    else
announce_moved()
        Sign = "+";
{
}
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
 
    llResetTime();        //Reset our throttle
//To avoid flooding the sim with a high rate of movements
    vLastPos = llGetPos();
//(and the resulting mass updates it will bring), we used
    rLastRot = llGetRot();
// a short throttle to limit ourselves
    return;
announce_moved()
}
{
 
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
 
    llResetTime();        //Reset our throttle
rez_object()
    vLastPos = llGetPos();
{
    rLastRot = llGetRot();
    //Rez the object indicated by iRezIndex
    return;
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
}
    iLastRez = llGetUnixTime();
 
 
 
    if(!bRezzing) {
rez_object()
        bRezzing = TRUE;
{
        //timer_on();
    //Rez the object indicated by iRezIndex
    }
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
}
    iLastRez = llGetUnixTime();
 
 
post_rez_object()
    if(!bRezzing) {
{
        bRezzing = TRUE;
    if ( llGetCreator() != llGetOwner() )
        //timer_on();
        llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}
}
 
 
///////////////////////////////////////////////////////////////////////////////
post_rez_object()
///////////////////////////////////////////////////////////////////////////////
{
///////////////////////////////////////////////////////////////////////////////
    if ( creatorUUID != llGetOwner() ) {
default {
        if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    ///////////////////////////////////////////////////////////////////////////////
    }
    changed(integer change) {
}
        if(change & CHANGED_OWNER)
 
        llResetScript();
heard(integer channel, string name, key id, string message)
    }
{
 
    if( channel == PRIMCHAN ) {
    ///////////////////////////////////////////////////////////////////////////////
        if( message == "READYTOPOS" ) {
    state_entry () {
            //New prim ready to be positioned
        //Use which menu?
            vector vThisPos = llGetPos();
        if ( llGetCreator() == llGetOwner() || fullOptions) {
            rotation rThisRot = llGetRot();
            //Display all options
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
 
            title = optRecord + descRecord;
        } else if( message == "ATDEST" ) {
            title += optReset + descReset;
            //Rez the next in the sequence (if any)
            title += optBuild + descBuild;
            iRezIndex--;
            title += optPos + descPos;
            if(iRezIndex >= 0) {
            title += optClean + descClean;
                //Attempt to rez it
            title += optDone + descDone;
                rez_object();
 
            } else {
        } else {
                //We are done building, reset our listeners
            //Display limited options
                iLastRez = 0;
            optionlist = [optBuild, optPos, optDone];
                bRezzing = FALSE;
            title = optBuild + descBuild;
                state reset_listeners;
            title += optPos + descPos;
            }
            title += optDone + descDone;
        }
        }
        return;
 
 
        //Record our position
    } else if( channel == MENU_CHANNEL ) {  //Process input from original menu
        vLastPos = llGetPos();
        if ( message == optRecord ) {
        rLastRot = llGetRot();
            PRIMCHAN = DefaultPRIMCHAN;
 
            llOwnerSay("Recording positions...");
        llSetTimerEvent(fTimerRate);
            if(recordSimLocation) {
    }
                //Location in sim
 
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    ///////////////////////////////////////////////////////////////////////////////
            } else {
    touch_start (integer total_number) {
                //Location relative to base
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
        agent = llDetectedKey(0); // Agent's key
            }
        objectowner = llGetOwner(); // objowners key
            return;
        // is the Agent = the owner OR is the agent in the owners group
        }
        if ( (objectowner == agent) || ( group && ingroup )  )  {
        if( message == optReset ) {
            iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
            llOwnerSay("Forgetting positions...");
            MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            llShout(PRIMCHAN, "RESET");
            MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
            return;
            llDialog(agent, title, optionlist, MENU_CHANNEL);
        }
            //timer_on();
        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
    listen(integer channel, string name, key id, string message) {
            if(!bulkBuild) {
        if ( message == optRecord ) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
            llOwnerSay("Recording positions...");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
 
        }
            //Start rezzing, last piece first
        if( message == optReset ) {
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            llOwnerSay("Forgetting positions...");
            rez_object();
            llShout(PRIMCHAN, "RESET");
            return;
            return;
        }
        }
        if ( message == optPos ) {
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Positioning");
            if(chatty) llOwnerSay("Rezzing build pieces...");
            vector vThisPos = llGetPos();
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rotation rThisRot = llGetRot();
            rez_object();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
            return;
        }
        }
        if ( message == optPos ) {
        if ( message == optClean ) {
            if(chatty) llOwnerSay("Positioning");
            llRegionSay(PRIMCHAN, "CLEAN");
            vector vThisPos = llGetPos();
            if(dieOnClean) llDie();
            rotation rThisRot = llGetRot();
            return;
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
        }
            return;
        if ( message == optDone ) {
        }
            llRegionSay(PRIMCHAN, "DONE");
        if ( message == optClean ) {
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            llRegionSay(PRIMCHAN, "CLEAN");
            return;
            llDie();
        }
            return;
        if ( message == optChannel ) {
        }
            Sign = "+"; //default is a positive number
        if ( message == optDone ) {
            Input = "";
            llRegionSay(PRIMCHAN, "DONE");
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
        }
            return;
 
        }
    } 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 ) {
    moving_start()
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
    {
                Input += message;
        if( !bMoving )
                SignInput = Sign + Input;
        {
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
            bMoving = TRUE;
 
            //timer_on();
            } else if( message == "-" ) {
            announce_moved();
                InvertSign();
        }
                SignInput = Sign + Input;
    }
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
 
 
    ///////////////////////////////////////////////////////////////////////////////
            } else if( message == "enter" ) {     //terminate input from menu2
    object_rez(key id) {
                string CalcChan = Input;
        //The object rezzed, perform any post-rez processing
 
        post_rez_object();
            //Apply ShapeGen compatibility?
 
            if(SGCompatible) {
        //Move on to the next object
                    //new assign channel number, forcing last 4 digits to 0000
        //Loop through backwards (safety precaution in case of inventory change)
                integer ChanSize = llStringLength(Input); //determine number of digits (chars)
        iRezIndex--;
                if(ChanSize > 5) {
        if(iRezIndex >= 0) {
                    CalcChan = llGetSubString(Input, 0, 4);   //Shorten to 5 digits
            //Attempt to rez it
                }
            rez_object();
                CalcChan += "0000"; //append 0000
 
                    if(Sign == "-")
        } else {
                    CalcChan = Sign + CalcChan;
            //Rezzing complete, now positioning
            }
            iLastRez = 0;
            PRIMCHAN = (integer)CalcChan; //assign channel number
            bRezzing = FALSE;
            llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            if(chatty) llOwnerSay("Positioning");
            }
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
 
        }
        } else {
    }
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
 
        }
    ///////////////////////////////////////////////////////////////////////////////
    }
    timer() {
}
        //Did we change position/rotation?
 
        if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
 
        {
///////////////////////////////////////////////////////////////////////////////
            if( llGetTime() > fTimerRate ) {
///////////////////////////////////////////////////////////////////////////////
                announce_moved();
///////////////////////////////////////////////////////////////////////////////
            }
default {
        }
    ///////////////////////////////////////////////////////////////////////////////
 
    changed(integer change) {
        //Are we rezzing?
        if(change & CHANGED_OWNER)
        if(bRezzing) {
        llResetScript();
            //Did the last one take too long?
    }
            if((llGetUnixTime() - iLastRez) >= iRezWait) {
 
                //Yes, retry it
    ///////////////////////////////////////////////////////////////////////////////
                if(chatty) llOwnerSay("Reattempting rez of most recent piece");
    state_entry () {
                rez_object();
        //Determine the creator UUID
            }
        if(creatorUUID == "") creatorUUID = llGetCreator();
        }
 
 
        //Use which menu?
        //Open listener?
        if (creatorUUID == llGetOwner() || fullOptions) {
        if( iListenTimeout != 0 )
            //Display all options
        {
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
            //Past our close timeout?
            title = optRecord + descRecord;
            if( iListenTimeout <= llGetUnixTime() )
            title += optReset + descReset;
            {
            title += optBuild + descBuild;
                iListenTimeout = 0;
            title += optPos + descPos;
                llListenRemove(MENU_HANDLE);
            title += optClean + descClean;
            }
            title += optDone + descDone;
        }
            title += optChannel + descChannel;
    }
 
 
        } else {
    ///////////////////////////////////////////////////////////////////////////////
            //Display limited options
    on_rez(integer iStart)
            if(allowClean) {
    {
                optionlist = [optBuild, optPos, optClean, optDone];
        //Reset ourselves
                title = optBuild + descBuild;
        llResetScript();
                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;
    }
}
</syntaxhighlight>


== The Component Script ==
== The Component Script ==
///////////////////////////////////////////////////////////////////////////////
<syntaxhighlight lang="lsl2">
// Builders' Buddy 1.9 (Component Pieces)
///////////////////////////////////////////////////////////////////////////////
// by Newfie Pendragon, March 2006
// Builders' Buddy 1.10 (Component Script)
//
// 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.
//
// HOWEVER, if this script is used as part of a for-sale product,
// Script Purpose & Use
// it is required that appropriate credit be given to Newfie for
// Functions are dependent on the "component script"
// the script (or portions used in derivatives).  That's a fair price
//
// in exchange for unlimited use of this script, dontcha think?
// QUICK USE:
//
// - Drop this script in the Base.
// SL Forum thread and new versions found here:
// - Drop the "Component" Script in each building part.
// http://forums.secondlife.com/showthread.php?t=96792
// - Touch your Base, and choose RECORD
///////////////////////////////////////////////////////////////////////////////
// - Take all building parts into inventory
// INSTRUCTIONS
// - Drag building parts from inventory into Base Prim
// This is the *Component Piece* half of the Builders' Buddy system.
// - Touch your base and choose BUILD
// 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
// OTHER COMMANDS from the Touch menu
// store the building once completed.  It can be in each individual
// - To reposition, move/rotate Base Prim choose POSITION
// prim, but if you link as much as possible (and put the script in the link
// - To lock into position (removes scripts) choose DONE
// set), it'll be much more neighbourly and less strain on the sim.
// - To delete building pieces: choose CLEAN
//
///////////////////////////////////////////////////////////////////////////////
// QUICK USE:
// This script is copyrighted material, and has a few (minor) restrictions.
// - Drop this script in the Base.
// For complete details, including a revision history, please see
// - Drop the "Component" Script in each building part.
//  http://wiki.secondlife.com/wiki/Builders_Buddy
// - 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
//////////////////////////////////////////////////////////////////////////////////////////
//
// Configurable Settings
///////////////////////////////////////////////////////////////////////////////
float fTimerInterval = 0.25;        // Time in seconds between movement 'ticks'
// History
integer DefaultChannel = -192567; // Andromeda Quonset's default channel
//
integer PRIMCHAN = DefaultChannel;  // Channel used by Base Prim to talk to Component Prims;
// v1.0 - 20060328 - Newfie Pendragon - Original Version
                                    // ***THIS MUST MATCH IN BOTH SCRIPTS!***
// v1.5 - 20060612 - Androclese Antonelli
 
//       - (See base script for details)
//////////////////////////////////////////////////////////////////////////////////////////
// v1.6 - 20060624 - Newfie Pendragon
// Runtime Variables (Dont need to change below here unless making a derivative)
//     - Added active repositioning (pieces move as the base piece moves)
vector vOffset;
//     - Pieces use WarpPos technique to instantanetly move large distances
rotation rRotation;
//       - Pieces no longer move until the the "Record" option has been used
integer bNeedMove;
//       at least once
vector vDestPos;
//     - Pieces will not move if base is not same owner as the pieces
rotation rDestRot;
//     - Pieces no longer 'bounce' when hitting the ground
integer bMovingSingle = FALSE;
// v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
integer bAbsolute = FALSE;
// v1.9 - 20070630 - Added check to keep within sim edges
integer bRecorded = FALSE;
///////////////////////////////////////////////////////////////////////////////
 
 
 
//////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
string first_word(string In_String, string Token)
float fTimerInterval = 0.25;    // Time in seconds between movement 'ticks'
{
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
    //This routine searches for the first word in a string,
                                  // ***THIS MUST MATCH IN BOTH SCRIPTS!***
    // and returns it.  If no word boundary found, returns
 
    // the whole string.
//////////////////////////////////////////////////////////////////////////////////////////
    if(Token == "") Token = " ";
// Runtime Variables (Dont need to change below here unless making a derivative)
    integer pos = llSubStringIndex(In_String, Token);
vector vOffset;
 
rotation rRotation;
    //Found it?
integer bNeedMove;
    if( pos >= 1 )
vector vDestPos;
        return llGetSubString(In_String, 0, pos - 1);
rotation rDestRot;
    else
integer bRecorded = FALSE;
        return In_String;
 
}
 
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
string other_words(string In_String, string Token)
{
{
    //This routine searches for the first word 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 whole string.
    // an empty string.
    if(Token == "") Token = " ";
    if( Token == "" ) Token = " ";
    integer pos = llSubStringIndex(In_String, Token);
 
 
    integer pos = llSubStringIndex(In_String, Token);
    //Found it?
 
    if( pos >= 1 )
    //Found it?
        return llGetSubString(In_String, 0, pos - 1);
    if( pos >= 1 )
    else
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
        return In_String;
    else
}
        return "";
 
}
////////////////////////////////////////////////////////////////////////////////
 
string other_words(string In_String, string Token)
////////////////////////////////////////////////////////////////////////////////
{
do_move()
    //This routine searches for the other-than-first words in a string,
{
    // and returns it.  If no word boundary found, returns
    integer i = 0;
    // the an empty string.
    vector vLastPos = ZERO_VECTOR;
    if( Token == "" ) Token = " ";
    while( (i < 5) && (llGetPos() != vDestPos) )
 
    {
    integer pos = llSubStringIndex(In_String, Token);
        list lParams = [];
 
 
    //Found it?
        //If we're not there....
    if( pos >= 1 )
        if( llGetPos() != vDestPos )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
        {
    else
            //We may be stuck on the ground...
        return "";
            //Did we move at all compared to last loop?
}
            if( llGetPos() == vLastPos )
 
            {
////////////////////////////////////////////////////////////////////////////////
                //Yep, stuck...move straight up 10m (attempt to dislodge)
do_move()
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
{
                //llSetPos(llGetPos() + <0, 0, 10.0>);
    integer i = 0;
            } else {
    vector vLastPos = ZERO_VECTOR;
                //Record our spot for 'stuck' detection
    while( (i < 5) && (llGetPos() != vDestPos) )
                vLastPos = llGetPos();
    {
            }
        list lParams = [];
        }
 
 
        //If we're not there....
        //Try to move to destination
        if( llGetPos() != vDestPos )
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        {
        //(Newfie, June 2006)
            //We may be stuck on the ground...
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
            //Did we move at all compared to last loop?
        integer x;
            if( llGetPos() == vLastPos )
        for( x = 0; x < iHops; x++ ) {
            {
            lParams += [ PRIM_POSITION, vDestPos ];
                //Yep, stuck...move straight up 10m (attempt to dislodge)
        }
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
        llSetPrimitiveParams(lParams);
                //llSetPos(llGetPos() + <0, 0, 10.0>);
        //llSleep(0.1);
            } else {
        i++;
                //Record our spot for 'stuck' detection
    }
                vLastPos = llGetPos();
 
            }
    //Set rotation
        }
    llSetRot(rDestRot);
 
}
        //Try to move to destination
 
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
start_move(string sText, key kID)
        //(Newfie, June 2006)
{
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
    //Don't move if we've not yet recorded a position
        integer x;
    if( !bRecorded ) return;
        for( x = 0; x < iHops; x++ ) {
 
            lParams += [ PRIM_POSITION, vDestPos ];
    //Also ignore commands from bases with a different owner than us
        }
    //(Anti-hacking measure)
        llSetPrimitiveParams(lParams);
    if( llGetOwner() != llGetOwnerKey(kID) ) return;
        //llSleep(0.1);
 
        i++;
 
    }
    //Calculate our destination position relative to base?
 
    if(!bAbsolute) {
    //Set rotation
        //Relative position
    llSetRot(rDestRot);
        //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;
default
        rDestRot = rRotation * rBase;
{
    } else {
    //////////////////////////////////////////////////////////////////////////////////////////
        //Sim position
    state_entry()
        vDestPos = vOffset;
    {
        rDestRot = rRotation;
        //Open up the listener
    }
        llListen(PRIMCHAN, "", NULL_KEY, "");
 
    }
    //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;
    on_rez(integer iStart)
    if(vDestPos.y < 0.0) vDestPos.y = 0.0;
    {
    if(vDestPos.y > 255.0) vDestPos.y = 255.0;
        //Set the channel to what's specified
    if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;
        if( iStart != 0 )
 
        {
    //Turn on our timer to perform the move?
            PRIMCHAN = iStart;
    if( !bNeedMove )
            state reset_listeners;
    {
        }
        llSetTimerEvent(fTimerInterval);
    }
        bNeedMove = TRUE;
 
    }
    //////////////////////////////////////////////////////////////////////////////////////////
    return;
    listen(integer iChan, string sName, key kID, string sText)
}
    {
 
        string sCmd = llToUpper(first_word(sText, " "));
//////////////////////////////////////////////////////////////////////////////////////////
 
//////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RECORD" )
//////////////////////////////////////////////////////////////////////////////////////////
        {
default
            sText = other_words(sText, " ");
{
            list lParams = llParseString2List(sText, [ "|" ], []);
    //////////////////////////////////////////////////////////////////////////////////////////
            vector vBase = (vector)llList2String(lParams, 0);
    state_entry()
            rotation rBase = (rotation)llList2String(lParams, 1);
    {
 
        //Open up the listener
            vOffset = (llGetPos() - vBase) / rBase;
        llListen(PRIMCHAN, "", NULL_KEY, "");
            rRotation = llGetRot() / rBase;
        llRegionSay(PRIMCHAN, "READYTOPOS");
            bRecorded = TRUE;
    }
            llOwnerSay("Recorded position.");
 
            return;
    //////////////////////////////////////////////////////////////////////////////////////////
        }
    on_rez(integer iStart)
 
    {
        //////////////////////////////////////////////////////////////////////////////////////////
        //Set the channel to what's specified
        if( sCmd == "MOVE" )
        if( iStart != 0 )
        {
        {
            //Don't move if we've not yet recorded a position
            PRIMCHAN = iStart;
            if( !bRecorded ) return;
            state reset_listeners;
 
        }
            //Also ignore commands from bases with a different owner than us
    }
            //(Anti-hacking measure)
 
            if( llGetOwner() != llGetOwnerKey(kID) ) return;
    //////////////////////////////////////////////////////////////////////////////////////////
 
    listen(integer iChan, string sName, key kID, string sText)
 
    {
            //Calculate our destination position
        string sCmd = llToUpper(first_word(sText, " "));
            sText = other_words(sText, " ");
 
            list lParams = llParseString2List(sText, [ "|" ], []);
        if( sCmd == "RECORD" )
            vector vBase = (vector)llList2String(lParams, 0);
        {
            rotation rBase = (rotation)llList2String(lParams, 1);
            //Record position relative to base prim
 
            sText = other_words(sText, " ");
            //Calculate our destination position
            list lParams = llParseString2List(sText, [ "|" ], []);
            vDestPos = (vOffset * rBase) + vBase;
            vector vBase = (vector)llList2String(lParams, 0);
            rDestRot = rRotation * rBase;
            rotation rBase = (rotation)llList2String(lParams, 1);
 
 
            //Make sure our calculated position is within the sim
            vOffset = (llGetPos() - vBase) / rBase;
            if(vDestPos.x < 0.0) vDestPos.x = 0.0;
            rRotation = llGetRot() / rBase;
            if(vDestPos.x > 255.0) vDestPos.x = 255.0;
            bAbsolute = FALSE;
            if(vDestPos.y < 0.0) vDestPos.y = 0.0;
            bRecorded = TRUE;
            if(vDestPos.y > 255.0) vDestPos.y = 255.0;
            llOwnerSay("Recorded position.");
            if(vDestPos.x > 768.0) vDestPos.x = 768.0;
            return;
 
        }
            //Turn on our timer to perform the move?
 
            if( !bNeedMove )
        if( sCmd == "RECORDABS" )
            {
        {
                llSetTimerEvent(fTimerInterval);
            //Record absolute position
                bNeedMove = TRUE;
            rRotation = llGetRot();
            }
            vOffset = llGetPos();
            return;
            bAbsolute = TRUE;
        }
            bRecorded = TRUE;
 
            llOwnerSay("Recorded sim position.");
        //////////////////////////////////////////////////////////////////////////////////////////
            return;
        if( sCmd == "DONE" )
        }
        {
 
            //We are done, remove script
        //////////////////////////////////////////////////////////////////////////////////////////
            llRemoveInventory(llGetScriptName());
        if( sCmd == "MOVE" )
            return;
        {
        }
            start_move(sText, kID);
 
            return;
        //////////////////////////////////////////////////////////////////////////////////////////
        }
        if( sCmd == "CLEAN" )
 
        {
        if( sCmd == "MOVESINGLE" )
            //Clean up
        {
            llDie();
            //If we haven't gotten this before, position ourselves
            return;
            if(!bMovingSingle) {
        }
                //Record that we are a single-prim move
 
                bMovingSingle = TRUE;
        //////////////////////////////////////////////////////////////////////////////////////////
 
        if( sCmd == "RESET" )
                //Now move it
        {
                start_move(sText, kID);
            llResetScript();
                return;
        }
            }
    }
        }
 
 
    //////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////
    timer()
        if( sCmd == "DONE" )
    {
        {
        //Turn ourselves off
            //We are done, remove script
        llSetTimerEvent(0.0);
            llRemoveInventory(llGetScriptName());
 
            return;
        //Do we need to move?
        }
        if( bNeedMove )
 
        {
        //////////////////////////////////////////////////////////////////////////////////////////
            //Perform the move and clean up
        if( sCmd == "CLEAN" )
            do_move();
        {
            bNeedMove = FALSE;
            //Clean up
        }
            llDie();
        return;
            return;
    }
        }
}
 
 
        //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RESET" )
//////////////////////////////////////////////////////////////////////////////////////////
        {
//////////////////////////////////////////////////////////////////////////////////////////
            llResetScript();
state reset_listeners
        }
{
    }
    //////////////////////////////////////////////////////////////////////////////////////////
 
    state_entry()
    //////////////////////////////////////////////////////////////////////////////////////////
    {
    timer()
        state default;
    {
    }
        //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;
    }
}
</syntaxhighlight>


== 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}}
{{LSLC|Library}}


{{#vardefine:sort|Builder's Buddy}}
{{#vardefine:sort|Builder's Buddy}}

Latest revision as of 23:55, 30 May 2023

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