Gun Script

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Revision as of 07:08, 8 December 2012 by Omei Qunhua (talk | contribs) (Cleaned up. Tightened perms checking. Removed erroneous camera references. Added sanity checks. (With assistance from Innula Zenovka))
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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.

<lsl> 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() { if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) { // sanity check llOwnerSay("This needs a physical object called " + gBullet + " in it to work"); return; } gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS;

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) { if ( (perm & gPermFlags) == gPermFlags) // ensure ALL required permissions have been granted { 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 = 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>