Difference between revisions of "User:Fred Gandt/Scripts"

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(→‎Basic Light Switch: Added notes.)
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== Basic Light Switch ==
== Basic Light Switch ==


<lsl>integer on;
<lsl>// This script will cause the prim it is in to emit light. If the prim (or object if the script is in the root of a link_set)
// is touched the light will turn off if on and on if off. The switching code can be used for many different actions.


vector color = <1.0,1.0,1.0>; // RGB values
integer on; // Global variable used to measure the condition 'on or off'.
 
vector color = <1.0,1.0,1.0>; // R,G,B (red, green, blue) values.


float intensity = 1.0; // 0.0 to 1.0 (1.0 = full brightness)
float intensity = 1.0; // 0.0 to 1.0 (1.0 = full brightness)
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float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)
float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)


Switch()
Switch() // The switching function. I made the switch function to facilitate easier editing.
{
{
     on = (!on);
     on = (!on); // Flip the boolean value of the integer 'on'.
     llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
     llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
}
}
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     touch_end(integer nd)
     touch_end(integer nd)
     {
     {
         Switch();
         Switch(); // Unconditionally call thee switch to operate.
     }
     }
}</lsl>
}</lsl>

Revision as of 09:52, 25 January 2010

All the below scripts are basic and to be cleaned up and annotetated later (next few days prolly)


Basic Light Switch

<lsl>// This script will cause the prim it is in to emit light. If the prim (or object if the script is in the root of a link_set) // is touched the light will turn off if on and on if off. The switching code can be used for many different actions.

integer on; // Global variable used to measure the condition 'on or off'.

vector color = <1.0,1.0,1.0>; // R,G,B (red, green, blue) values.

float intensity = 1.0; // 0.0 to 1.0 (1.0 = full brightness)

float radius = 20.0; // 0.1 to 20.0 (20.0 = full sphere)

float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)

Switch() // The switching function. I made the switch function to facilitate easier editing. {

   on = (!on); // Flip the boolean value of the integer 'on'.
   llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);

}

default {

   touch_end(integer nd)
   {
       Switch(); // Unconditionally call thee switch to operate.
   }

}</lsl>

Script that gives a set amount of L$ to whoever touches the object this script is in

TAKE CARE WITH THIS ONE. IT WILL DEDUCT L$ FROM YOUR ACCOUNT ONCE YOU GRANT PERMISSIONS

I WAS ASKED TO MAKE IT THIS WAY. IT WAS DESIGNED TO BE REZZED FOR SHORT PERIODS OF TIME

IF TOO MANY AGENTS USE IT THE MEMORY WILL RUN OUT AND IT WILL FAIL

<lsl>key owner;

integer perms;

integer count;

list visitors; // This stores the keys of all the agents who take the gift. They will be allowed only one gift.

integer ammount = 1; // Change this figure to the required ammount to give away (e.g. 5). Then set running and drop in your prim.

default {

   on_rez(integer param)
   {
       llResetScript();
   }
   changed(integer change)
   {
       if(change & CHANGED_OWNER)
       llResetScript();
   }
   state_entry()
   {
       owner = llGetOwner();
       llRequestPermissions(owner, PERMISSION_DEBIT); // THIS MEANS IT WILL TAKE YOUR MONEY.
   }
   run_time_permissions(integer perm)
   {
       if(perm & PERMISSION_DEBIT)
       perms = TRUE;
       else
       llRequestPermissions(owner, PERMISSION_DEBIT);
   }
   touch_end(integer nd)
   {
       do
       {
           key toucher = llDetectedKey(count);
           if(llListFindList(visitors, [toucher]) == -1)
           {
               if(perms)
               {
                   llGiveMoney(toucher, ammount);
                   visitors += toucher;
               }
           }
       }
       while((++count) < nd);
       count = 0;
   }

}</lsl>

Script to make the Mouselook button show at the bottom of your screen

<lsl>key owner;

default {

   on_rez(integer param)
   {
       llResetScript();
   }
   state_entry()
   {
       owner = llGetOwner();
       llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
   }
   run_time_permissions(integer perm)
   {
       if(perm & PERMISSION_TAKE_CONTROLS)
       llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
       else
       llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
   }
   control(key id, integer this, integer that)
   {
       // Do stuff when clicking the left mouse button while in mouselook. Like for guns etc.
   }

}</lsl>

Script that makes the object it is in float on water

<lsl>// Floating on water script

float offset = 0.0; // add the offset here

default {

   on_rez(integer param)
   {
       float float_height = (llWater(ZERO_VECTOR) + offset);
       vector pos = llGetPos();
       llSetStatus(STATUS_PHYSICS, TRUE);
       llMoveToTarget(<pos.x, pos.y, float_height>, 0.5);
   }

}</lsl>

Very Basic Alpha (transparency) ON/OFF script

<lsl>integer on;

key owner;

string command = "switch"; // place command here to say. Same command will switch on and off.

integer channel = 1; // place channel to use here (must be a positive if an avatar is chatting on it)

Switch(integer i) {

   llSetLinkAlpha(LINK_SET, ((float)i), ALL_SIDES);

}

default {

   state_entry()
   {
       owner = llGetOwner();
       llListen(channel, "", owner, command);
   }
   touch_end(integer nd)
   {
       on = (!on);
       Switch(on);
   }
   listen(integer chan, string name, key id, string msg)
   {
       on = (!on);
       Switch(on);
   }

}</lsl>