Difference between revisions of "Gun Script"
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Omei Qunhua (talk | contribs) (Re-instated llGetCameraPos() and llGetCameraRot() which I'm advised is the preferred approach. Tested (!!). Sorry about the 8-column tabbing) |
Kireji Haiku (talk | contribs) m (reduced indentation from 8 spaces style to 4 spaces style (LSL conform)) |
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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); | |||
} | |||
} | |||
} | } | ||
</lsl> | </lsl> |
Revision as of 08:06, 9 December 2012
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() { // 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); } }
} </lsl>