User:Dantia Gothly

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Dans open source scripts

Hello there! I'm Dantia Gothly

Scripter,Sculpter,Texture artist.

creater of TopHat Viewer link->(http://terminalproxy.com/)

I believe you can do just about everything in 1 script

but that also depends on what it is your doing. For the most part it can be.


quote:"dose it work? Yes it do."

..........................................................................................................................

Pulsing alpha on a face. <lsl> // Here I use a single function for llSetTimerEvent(); for toggling on/off in the timer event integer Alpha; integer Q; integer Time; integer Speed = 500; //~~~~~~~~~~~~~ DatAction() {

   llSetLinkAlpha(LINK_THIS,(float)Alpha*.01,2);

} //~~~~~~~~~~~~~ default {

   touch_start(integer face)
   {
       Time=!Time;// 1.0 <<>> 0.0 
       llSetTimerEvent((float)(Time*.01));
   }
   timer()
   {
       for(Q=0;Q<Speed;Q++)
       {
           Alpha++;
           DatAction();
       }
       for(Q=0;Q<Speed;Q++)
       {
           Alpha--;
           DatAction();
       }
   }

} </lsl> Here is a nonphysical train script <lsl> //Dantia Gothly 12/22/2010 //This Script is for Open Source use. //Bug: //Too many sound requests. Throttled until average falls.

//////////////////////////////////////////////////////////////////////////////////////// // (Globle Settings)

// Door movment: float T_S2 = 2.0;//timer stoped before opening door. float Train_leave = 0.8;//how long the train sits after closing the doors and takes off float Door_open = 10.0;//How long the doors are Open. integer door1 = 2;//find the link number for the door you want to move. integer door2 = 3; float Door_Slid_dist = 3.3;//sets the slide forword distance of the door on the X axis

//Math: integer num = 1;//do math 1+1=__ integer num2 = 1;

//Predefined integers etc: integer i; integer t;

//Train turn timming: float M_1 = 255;// first turn float M_2 = 735;//second turn float M_3 = 1215;//therd turn float M_4 = 1695;//forth turn

//Station stop timming: float W_S = 1920;//start train at west station. float E_S = 985;//stop at east station.

//Speed:(note:If this number changes the turn timming and stops must be changed) float speed = .20;// Speed controls the PRIM_POSITION

//Timers: float T_S1 = 0.001;//Timer controls the default timer float Horn_timing = 1.0;//horn sound then door opens/closes. float door_Open_timing = 1.7; float door_Close_timing = 2.6;

//Sounds: string Eng = "d0dc3135-d00a-a3ed-88b0-412a9d867734";//freezer-s string movment = "8737851f-17e3-bb15-b71e-f4235ad64f65";//train-going string Stops = "51a96f42-80ff-db3f-d44f-01002c921946";//train-breaks string Horn = "4e7218f7-6983-64d6-7d0b-bca5b19dfec8";//train-stand-clear string DoorOpen = "26dc4084-9380-e0d2-8810-f624277b6e66";//train-door-open string DoorClose = "fffcde68-ad75-4c7b-17ff-7cfecf65cd4a";//train-door-close


//Volume: float Vol3 = 1.0;// Volume high. float Vol2 = 0.5;// Volume mid. float Vol1 = 0.2;// Volume low. float Vol0 = 0.0;// Volume mute.

//Reset or fix: float R_B = 14;// link number of the reset botton. vector D_L = <68.000,124.100,34.109>;//Default location. vector D_R = <0.00,0.00,90.00>;//Default rotation.

//////////////////////////////////////////////////////////////////////////////////////// //User defind functions are wonderful SetLinkPosLocal2Root(integer linknum,vector offset) {

   llSetLinkPrimitiveParamsFast(linknum, [PRIM_POSITION, ((llList2Vector(
   llGetLinkPrimitiveParams(linknum, [PRIM_POSITION]),0) - llGetPos())/llGetRot())+offset]);

} DatRotPos() {

   integer t;
   rotation rot=llGetRot();
   for(t=0;t<=90;t++)
   {
      llSetLinkPrimitiveParamsFast(LINK_THIS,
      [PRIM_POSITION, llGetPos()+(< speed,0.0,0.0>*llGetRot()),
      PRIM_ROTATION,(rot/llEuler2Rot(<0,0,t>*DEG_TO_RAD))]);
      llSleep(0.04);
   }

} ///////////////////////////////////////////////////////////////////////////////////////// default { ////////////////////////////////////////////////////////////////////////////////////////

   state_entry()
   {
       llSetTimerEvent(T_S1);
       llLoopSound(Eng,Vol3);
       llLoopSound(movment,Vol3);
   }

/////////////////////////////////////////////////////////////////////////////////////////

   timer()
   {
       integer t;
       rotation rot=llGetRot();
       
       num += num2;
       llSetLinkPrimitiveParamsFast(LINK_THIS,
       [PRIM_POSITION, llGetPos()+(< speed,0.0,0.0>*llGetRot())]);
   
       if(num == M_1)
       {
          DatRotPos();
       }
       else if (num == M_2)
       {
          DatRotPos();
       }
       else if (num == M_3)
       {
          DatRotPos();
       }
       else if (num == M_4)
       {
          DatRotPos();
       }
       else if(num == W_S)
       {
           num = 0;
           llTriggerSound(Stops,Vol3);
           llLoopSound(movment,Vol0);
           llLoopSound(Eng,Vol1);
           llSetTimerEvent(0.0);
           state two;
       }
       else if(num == E_S)
       {
           llTriggerSound(Stops,Vol3);
           llLoopSound(movment,Vol0);
           llLoopSound(Eng,Vol1);
           llSetTimerEvent(0.0);
           state two;
       }           
       llSetText("",<1,1,1>,1.0);//Display math.
   }

/////////////////////////////////////////////////////////////////////////////////////// // In case the train brakes touch Reset botton.

   touch_start(integer face)
   {
       if(llDetectedLinkNumber(0) == R_B)
       {
           num = 0;
           state fix;
       }
   }

} /////////////////////////////////////////////////////////////////////////////////////// state two {

   state_entry()
   {
       llSetTimerEvent(T_S2);
   }
   timer()
   {
       llTriggerSound(Horn,Vol3);
       llSleep(Horn_timing);
       llTriggerSound(DoorOpen,Vol3);
       llSleep(door_Open_timing);
       SetLinkPosLocal2Root(door1,<Door_Slid_dist,0.0,0.0>);
       SetLinkPosLocal2Root(door2,<Door_Slid_dist,0.0,0.0>);
       llSleep(Door_open);
       llTriggerSound(Horn,Vol3);
       llSleep(Horn_timing);
       llTriggerSound(DoorClose,Vol3);
       llSleep(door_Close_timing);
       SetLinkPosLocal2Root(door1,<-Door_Slid_dist,0.0,0.0>);
       SetLinkPosLocal2Root(door2,<-Door_Slid_dist,0.0,0.0>);
       llSleep(Train_leave);
       state default;
   }

}

state fix {

   state_entry()
   {
       llSetTimerEvent(0.01);
       llOwnerSay("Reseting train...");
   }
   timer()
   {
       llSetLinkPrimitiveParamsFast(LINK_THIS,
       [PRIM_POSITION,D_L,
       PRIM_ROTATION,(llEuler2Rot(D_R*DEG_TO_RAD))]);
       
       if(llGetPos() == D_L)
       {
           llOwnerSay("Restarting train...");
           llSleep(2.0);
           state default;
       }        
   }

} </lsl>

This is a good way to do Random llRezObject.

<lsl> integer i;

DGRandomRez(float number) {

   for(i=(integer)llFrand(number);i>0;i--)
   {
       llRezObject("Object", llGetPos() + <0.0,0.0,1.0>, <llFrand(3.0),llFrand(3.0),llFrand(3.0)>, <0.0,0.0,llFrand(360),1.0>, 0);   
   }  

}

default {

  state_entry()
  {
     DGRandomRez(5);//This will rez an object at random 1-5.
  }

}

</lsl> Sound looper for when your walking. <lsl> float Timer = 1; integer Sound = 1;//what sound to play. float Vol = 0.8; integer GLL; list Sounds = ["","","","",""];//List of sounds. default {

   state_entry()
   {
       GLL = llGetListLength(Sounds);
       llSetTimerEvent(Timer);
       integer Q;
       
       for(Q=0;Q<GLL;Q++)//Preload sounds!
       {
           llPreloadSound((string)llList2Key(Sounds,Q));
       }
   }
   timer()
   {
       if((llGetAgentInfo(llGetOwner()) & AGENT_WALKING))
       {
           llLoopSound((string)llList2Key(Sounds,Sound),Vol);//single sound;
           //or you can use this for random sounds.
           llLoopSound((string)llList2Key(Sounds,(integer)llFrand(GLL)),Vol);//Random sound.
       }
       else
       {
           llStopSound();
       }
   }

} </lsl> Notes: <lsl> list in; integer len_in = llGetListLength(in); integer flen_in = (in != []); //flen_in and len_in will be the same

integer neg_len_in = -llGetListLength(in); integer fneg_len_in = ([] != in); //fneg_len_in and neg_len_in will be the same </lsl>