Difference between revisions of "Gun Script"

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(Cleaned up. Tightened perms checking. Removed erroneous camera references. Added sanity checks. (With assistance from Innula Zenovka))
m (Replaced old <LSL> block with <source lang="lsl2">)
(2 intermediate revisions by 2 users not shown)
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Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used were you can rez and run scripts.    Corrected and improved.
Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used were you can rez and run scripts.    Corrected and improved.


<lsl>
<source lang="lsl2">
float  gVelocity  = 15.0;
float  gVelocity  = 15.0;
float  gReloadTime = 0.30;
float  gReloadTime = 0.30;
Line 11: Line 11:
default
default
{
{
state_entry()
    state_entry()
{
    {
if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {   // sanity check
        //  sanity check
llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
        if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {
return;
            llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
}
            return;
gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS;
        }
        gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
        if ( llGetAttached() )
            llRequestPermissions(llGetOwner(), gPermFlags);
    }


if ( llGetAttached() )
    attach(key id)
llRequestPermissions(llGetOwner(), gPermFlags);
    {
}
        if (id)
            llRequestPermissions(id, gPermFlags);
        else
        {
            llStopAnimation(gShootAnimation);
            llReleaseControls();
        }
    }


attach(key id)
    changed(integer change)
{
    {
if (id)
        if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
llRequestPermissions(id, gPermFlags);
            llResetScript();
else
    }
{
llStopAnimation(gShootAnimation);
llReleaseControls();
}
}


changed(integer change)
    run_time_permissions(integer perm)
{
    {
if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
        //  ensure ALL required permissions have been granted
llResetScript();
        if ( (perm & gPermFlags) == gPermFlags)
}
        {
            llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
            llStartAnimation(gShootAnimation);
            llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
        }
    }


run_time_permissions(integer perm)
    control(key id, integer held, integer change)
{
    {
if ( (perm & gPermFlags) == gPermFlags)  // ensure ALL required permissions have been granted
        rotation Rot = llGetCameraRot();
{
        if ( held & change & CONTROL_ML_LBUTTON)
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
        {
llStartAnimation(gShootAnimation);
            if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
                llPlaySound(gShootSound, 1.0);
}
}
            llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
 
            llSleep(gReloadTime);
control(key id, integer held, integer change)
        }
{
    }
rotation Rot = llGetRot();
if ( held & change & CONTROL_ML_LBUTTON)
{
if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
llPlaySound(gShootSound, 1.0);
 
llRezAtRoot(gBullet, llGetPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
llSleep(gReloadTime);
}
}
}
}
</lsl>
</source>

Revision as of 02:25, 22 January 2015

Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used were you can rez and run scripts. Corrected and improved.

float   gVelocity   = 15.0;
float   gReloadTime = 0.30;
string  gShootSound = "gun";
string  gShootAnimation = "hold_R_bazooka";
string  gBullet = "bullet 1.0";
integer gPermFlags;

default
{
    state_entry()
    {
        //  sanity check
        if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {
            llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
            return;
        }
        gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
 
        if ( llGetAttached() )
            llRequestPermissions(llGetOwner(), gPermFlags);
    }

    attach(key id)
    {
        if (id)
            llRequestPermissions(id, gPermFlags);
        else
        {
            llStopAnimation(gShootAnimation);
            llReleaseControls();
        }
    }

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

    run_time_permissions(integer perm)
    {
        //  ensure ALL required permissions have been granted
        if ( (perm & gPermFlags) == gPermFlags)
        {
            llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
            llStartAnimation(gShootAnimation);
            llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
        }
    }

    control(key id, integer held, integer change)
    {
        rotation Rot = llGetCameraRot();
        if ( held & change & CONTROL_ML_LBUTTON)
        {
            if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
                llPlaySound(gShootSound, 1.0);
 
            llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
            llSleep(gReloadTime);
        }
    }
}