Difference between revisions of "Gun Script"
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Omei Qunhua (talk | contribs) (Cleaned up. Tightened perms checking. Removed erroneous camera references. Added sanity checks. (With assistance from Innula Zenovka)) |
Lady Sumoku (talk | contribs) m (Replaced old <LSL> block with <source lang="lsl2">) |
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(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. | ||
< | <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() | |||
{ | |||
// 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); | |||
} | |||
} | |||
} | } | ||
</ | </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);
}
}
}