Difference between revisions of "Gun Script"

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(Re-instated llGetCameraPos() and llGetCameraRot() which I'm advised is the preferred approach. Tested (!!). Sorry about the 8-column tabbing)
m (reduced indentation from 8 spaces style to 4 spaces style (LSL conform))
Line 11: Line 11:
default
default
{
{
state_entry()
    state_entry()
{
    {
if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {   // sanity check
        //  sanity check
llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
        if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {
return;
            llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
}
            return;
gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
        }
        gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
        if ( llGetAttached() )
            llRequestPermissions(llGetOwner(), gPermFlags);
    }


if ( llGetAttached() )
    attach(key id)
llRequestPermissions(llGetOwner(), gPermFlags);
    {
}
        if (id)
            llRequestPermissions(id, gPermFlags);
        else
        {
            llStopAnimation(gShootAnimation);
            llReleaseControls();
        }
    }


attach(key id)
    changed(integer change)
{
    {
if (id)
        if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
llRequestPermissions(id, gPermFlags);
            llResetScript();
else
    }
{
llStopAnimation(gShootAnimation);
llReleaseControls();
}
}


changed(integer change)
    run_time_permissions(integer perm)
{
    {
if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
        //  ensure ALL required permissions have been granted
llResetScript();
        if ( (perm & gPermFlags) == gPermFlags)
}
        {
            llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
            llStartAnimation(gShootAnimation);
            llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
        }
    }


run_time_permissions(integer perm)
    control(key id, integer held, integer change)
{
    {
if ( (perm & gPermFlags) == gPermFlags)  // ensure ALL required permissions have been granted
        rotation Rot = llGetCameraRot();
{
        if ( held & change & CONTROL_ML_LBUTTON)
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
        {
llStartAnimation(gShootAnimation);
            if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
                llPlaySound(gShootSound, 1.0);
}
}
            llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
 
            llSleep(gReloadTime);
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>