Difference between revisions of "Simple Texture Changer (for inventory)(multiple prims & multiple sides).lsl"

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Part of [[Bobbyb's texture changer]] collection  
 
Part of [[Bobbyb's texture changer]] collection  
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<source lang="lsl2">
 
//https://wiki.secondlife.com/wiki/Simple_Texture_Changer_(for_inventory)(multiple_prims_%26_multiple_sides).lsl
 
//https://wiki.secondlife.com/wiki/Simple_Texture_Changer_(for_inventory)(multiple_prims_%26_multiple_sides).lsl
 
//***********************************************************************************************************
 
//***********************************************************************************************************
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     }
 
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<lsl>
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</source>

Latest revision as of 21:10, 24 January 2015

Part of Bobbyb's texture changer collection

//https://wiki.secondlife.com/wiki/Simple_Texture_Changer_(for_inventory)(multiple_prims_%26_multiple_sides).lsl
//***********************************************************************************************************
//                                                                                                          *
//              --Simple Texture Changer (for inventory)(multiple prims & multiple sides)--                 *
//                                                                                                          *
//***********************************************************************************************************
// www.lsleditor.org  by Alphons van der Heijden (SL: Alphons Jano)
//Creator: Bobbyb30 Swashbuckler
//Attribution: None required, but it is appreciated.
//Created: November 26, 2009
//Last Modified: November 26, 2009
//Released: Saturday, November 28, 2009
//License: Public Domain
 
//Status: Fully Working/Production Ready
//Version: 1.0.3
 
//Name: Simple Texture Changer (for inventory)(multiple prims & multiple sides).lsl
//Purpose: To change the texture on multiple prim sides(faces) of certain prims in a linked set based on the
//         textures in inventory.
//Technical Overview: The script finds how many textures there are in inventory, and uses a timer to change the
//                    texture on a side based on randomness or order. It takes into account inventory changes. It uses
//                    a user defined list to determine which sides to change.
//Description: A simple textre changer script that changes the texture on multiple sides of multiple linked prims to
//            those in inventory. It allows for a random order, or a logical "next up" order.
//Directions: Create a prim. Place pictures in prim inventory. Place script in prim inventory. Modify script parameters
//            to suit your needs. If you add pictures, and the script does not reset, manually reset the script. If you
//            only need to change one side (or all sides), use the
//            "Simple Texture Changer (for inventory)(for one side or all sides).lsl" script.
 
//Compatible: Mono & LSL compatible
//Other items required: More than 1 texture in inventory.
//Notes: Uses a timer event. Should be low lag. Commented for easier following. This will change the various sides
//       of linked prims to the *same* texture.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
//Adjustable global variables...you may change these
//Please note there is a .2 second delay between sides.
//"prim number, side number, side number...side number"
//-1 equals all sides for that prim
list sides = [
    "0,1,2,5",
    "1,3,4,1"];//put in which sides you want the texture to be changed on.
float frequency = 2.0;//how often to change the texture in seconds. Shouldn't be below 2.0
 
//please note that the last and first texture will be shown less frequently than those in between
integer random = TRUE;//whether to show the textures randomly, or in order
integer duplicatecheck = TRUE;//if random is true, this will check to make sure the random selection is a new texture
 
 
/////////////////////////////////////////////////////////////
//global variables...do not change
integer numberoftextures;//number of textures in inventory
integer currenttexture;//inventory number of current texture
integer numberofsidestochange;//the length of the sides list
 
changetexture()//user fucntion to change texture;
{
    integer counter;
    string texture = llGetInventoryName(INVENTORY_TEXTURE,currenttexture);//gets texture name
    do
    {
        //also with another script
        list primdata = llCSV2List(llList2String(sides,counter));
        integer prim = llList2Integer(primdata,0);
        integer primlistlength = llGetListLength(primdata);//speed hack could go here
        integer primlistcounter = 1;//start at 1 since the prim datalist's 1st entry is the prim
        do
        {
            //probably best to use llSetLinkPrimitiveParams
            //prim, texture, side
            llSetLinkTexture(prim,texture,llList2Integer(sides,primlistcounter));
        }while(++primlistcounter < primlistlength);
    }while(++counter <numberofsidestochange);
}
 
default
{
    on_rez(integer start_param)//on rez reset...probably not needed.
    {
        llResetScript();
    }
    state_entry()
    {
        llOwnerSay("Bobbyb's 'Simple Texture Changer (for inventory)(multiple prims & multiple sides).lsl' (Public Domain 2009)");
        llOwnerSay("Because knowledge should be free.");
        numberoftextures = llGetInventoryNumber(INVENTORY_TEXTURE);//number of textures in inventory
        numberofsidestochange = llGetListLength(sides);//length of the sides list...possible speed hack goes here
        if(numberoftextures <= 0)//no textures
            llOwnerSay("No textures were found in my inventory. Please add textures.");
        else if(numberoftextures == 1)//only 1 texture
            llOwnerSay("I only found 1 picture in my inventory. I need more in order to change them.");
        //for 2 random isn't needed...but I'm too lazy to add that in
        else//more than 1 texture found...
        {
            llOwnerSay("I found " + (string)numberoftextures + " pictures which I will change every "
                + (string)frequency + " seconds.");
            llSetTimerEvent(frequency);
        }
    }
    timer()
    {
        if(random)//show pics randomly
        {
            integer randomtexture;
            if(duplicatecheck)//whether to make sure random doesn't repeat itself
            {
                do
                {
                    randomtexture= llRound(llFrand(numberoftextures - 1));
                    //llOwnerSay("r" + (string)randomtexture);//debug
                }while(randomtexture == currenttexture);//make sure the random one isn't the same as the current one
            }
            else//no duplicate check
                randomtexture = llRound(llFrand(numberoftextures - 1));//generate random texture number
            currenttexture = randomtexture;//set the current one to the random one selected
            changetexture();//change the texture
            //llOwnerSay("c" + (string)currenttexture);//debug
        }
        else//not random, go in order
        {
            ++currenttexture;
            if(currenttexture == numberoftextures)//if current texture = number of textures, reset counter
                currenttexture = 0;
            changetexture();//change the texture
            //llOwnerSay("c" + (string)currenttexture);//debug
        }
 
    }
    changed(integer change)
    {
        if(change & CHANGED_INVENTORY)
        {
            llOwnerSay("Inventory change detected.");
            numberoftextures = llGetInventoryNumber(INVENTORY_TEXTURE);
            llOwnerSay("I found " + (string)numberoftextures + " pictures which I will change every "
                + (string)frequency + " seconds.");
        }
    }
}