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

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{{LSL Header}}
{{User:Fred Gandt/Template|content=
 
[[Image:Fredgandt icon 1024 jpg.jpg|thumb|right]]
 
{{RightToc|right;}}
 
== My Contributions ==
 
'''[[User:Fred_Gandt#How_to_Collect_These_Scripts | If unsure about how to use these scripts]]'''
 
I have implemented a V# system to make it more obvious if a script is updated. '''The V# forms part of the title of each script.'''
 
If you have any comments about the content of this page please post them '''[[User_talk:Fred_Gandt/Scripts/Continued_1 | HERE]]'''
 
All my scripts are written for compilation as '''[[Mono|MONO]]'''
 
=== More Pages ===
 
'''[[User:Fred_Gandt#Direct_Links_to_Scripts | Direct Links To All Individual Scripts]]'''
 
'''Free Scripts''' (this page)
 
'''[[User:Fred_Gandt/Scripts/Continued_1| More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_2| Even More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_3| Even More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_4| Even More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_5| Even More More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_6| Even More More More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Vehicles/Car| Car Type Land Vehicle Scripts]]''' (Working on it...)
 
'''[[User:Fred_Gandt/Scripts/Functions| Functions For Specific Tasks]]'''
 
=== Legal Stuff ===
 
'''[[Project:Contribution Agreement| The legal stuff about contributing to this wiki.]]''' (worth reading)
 
=== PJIRA Issue Tracker ===
 
'''[https://jira.secondlife.com/secure/IssueNavigator!executeAdvanced.jspa?jqlQuery=reporter+%3D+%22Fred+Gandt%22&runQuery=true&clear=true The issues I have filed on the PJIRA]'''
 
== Tuition ==
 
'''[[User:Fred_Gandt/Tuition| Tuition scripts, notes, videos and screenshots etc.]]''' (hardly any content yet)


== Free Scripts ==
== Free Scripts ==
 
=== Basic Light Switch ===
{{Anchor|Basic Light Switch}}
=== Basic Light Switch ( V1 ) ===


Placed in the root of a [[LINK_SET|linked object]] this script will make the whole object active to touch. The light will always be emitted by the prim the script is in. So, if you have a 5 prim lamp, put this in the "bulb" prim and make that prim the root. If placed in a child prim of an object, only that prim will be ''clickable'' (unless there are other touch scripts in other prims of the object).
Placed in the root of a [[LINK_SET|linked object]] this script will make the whole object active to touch. The light will always be emitted by the prim the script is in. So, if you have a 5 prim lamp, put this in the "bulb" prim and make that prim the root. If placed in a child prim of an object, only that prim will be ''clickable'' (unless there are other touch scripts in other prims of the object).


<lsl>// V1 //
<syntaxhighlight lang="lsl2">// V1 //


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


float radius = 20.0;           // 0.1 to 20.0 (20.0 = full sphere)
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)
float falloff = 0.01; // 0.01 to 2.0 ( 2.0 = least spread )


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


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


Switch() // The switching function.
Switch() {
{
    // The switching function.
     on = (!on); // Flip the boolean value of the integer 'on'.
     on = !on; // Flip the boolean value of the integer "on".
     llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
    // Set the prim's light emitter on or off, dependant on the value of "on".
     llSetPrimitiveParams( [ PRIM_POINT_LIGHT, on, color, intensity, radius, falloff ] );
}
}


default
default {
{
     touch_end( integer nd ) { // If clicked,
     touch_end(integer nd)
         Switch(); // unconditionally call the switch to operate.
    {
         Switch(); // Unconditionally call the switch to operate.
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Basic Alpha (transparency) SHOW/HIDE}}
=== Basic Alpha (transparency) SHOW/HIDE ===


=== Basic Alpha (transparency) SHOW/HIDE ( V1 ) ===
<syntaxhighlight lang="lsl2">// V1 //
 
<lsl>// V1 //
   
   
string command = "switch"; // Place the command to chat here. The same command will switch on and off.
string command = "switch"; // Place the command to chat here. The 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).
integer channel = 1; // Place channel to use here ( must be positive if an avatar is chatting on it ).


//////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////
Line 98: Line 45:
integer on; // Store the state of transparency.
integer on; // Store the state of transparency.
   
   
Switch()
Switch() {
{
     llSetLinkAlpha( LINK_SET, ( float )on, ALL_SIDES ); // This setting will turn a whole link_set transparent or visible.
     llSetLinkAlpha(LINK_SET, ((float)on), ALL_SIDES); // This setting will turn a whole link_set transparent or visible.
     on = !on; // Flip the boolean value of the integer "on".
     on = (!on);
}
}
   
   
default
default {
{
     state_entry() {
     state_entry()
         llListen( channel, "", "", command ); // This script is listening to everyone all the time.
    {
        // llListen( channel, "", llGetOwner(), command ); // Delete the "//" at the beginning of this line...
         llListen(channel, "", "", command); // This script is listening to everyone all the time.
                                                          // ...and add "//" at the beginning of the line above...
//       llListen(channel, "", llGetOwner(), command); // Delete the "//" at the beginning of this line...
                                                          // ...to make This script listen to only the owner.
                                                        // ...and add "//" at the beginning of the line above...
     } // Switching the listen off at times would be better to reduce lag. But when??
                                                        // ...to make This script listen to only the owner.
     touch_end( integer nd ) {
     }   // Switching the listen off at times would be better to reduce lag. But when??
        // if ( llDetectedKey( 0 ) == llGetOwner() ) // Delete the "//" at the beginning of this line to make touches only respond to owner.
     touch_end(integer nd)
    {
//       if(llDetectedKey(0) == llGetOwner()) // Delete the "//" at the beginning of this line to make touches only respond to owner.
         Switch(); // Call the switching function.
         Switch(); // Call the switching function.
     }
     }
     listen(integer chan, string name, key id, string msg)
     listen( integer chan, string name, key id, string msg ) {
    {
         Switch(); // Call the switching function.
         Switch(); // Call the switching function.
     }
     }
}</lsl>
}</syntaxhighlight>
 
{{Anchor|Basic Particle Candle Flame ON/OFF}}


=== Basic Particle Candle Flame ON/OFF ( V1 ) ===
=== Basic Particle Candle Flame ON/OFF ===


This script will make the prim it is in a small glowing sphere that sits at the center of the flame.
This script will make the prim it is in a small glowing sphere that sits at the center of the flame.


<lsl>// V1 //
<syntaxhighlight lang="lsl2">// V1 //


integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.
integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.


Flame(integer num)
Flame( integer num ) {
{
     // Do we or don't we make a flame? "num" is either TRUE or FALSE ( 1 or 0 ).
     if(num) // Do we or don't we make a flame? Num is either TRUE or FALSE (1 or 0).
     if ( num ) {
     {
         // Make the flame since the condition above was met.
         llParticleSystem([PSYS_PART_FLAGS, 275, // Make the flame since the condition above was met.
         llParticleSystem( [ PSYS_PART_FLAGS, 275,
         PSYS_SRC_PATTERN, 4,
                            PSYS_SRC_PATTERN, 4,
        PSYS_PART_START_ALPHA, 0.6,
                            PSYS_PART_START_ALPHA, 0.6,
        PSYS_PART_END_ALPHA, 0.0,
                            PSYS_PART_END_ALPHA, 0.0,
        PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
                            PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
        PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
                            PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
        PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>,
                            PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>,
        PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>,
                            PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>,
        PSYS_PART_MAX_AGE, 0.3,
                            PSYS_PART_MAX_AGE, 0.3,
        PSYS_SRC_MAX_AGE, 0.0,
                            PSYS_SRC_MAX_AGE, 0.0,
        PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect.
                            PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect.
        PSYS_SRC_ANGLE_BEGIN, 0.0,
                            PSYS_SRC_ANGLE_BEGIN, 0.0,
        PSYS_SRC_ANGLE_END, 0.0,
                            PSYS_SRC_ANGLE_END, 0.0,
        PSYS_SRC_BURST_PART_COUNT, 50,
                            PSYS_SRC_BURST_PART_COUNT, 50,
        PSYS_SRC_BURST_RATE, 0.07,
                            PSYS_SRC_BURST_RATE, 0.07,
        PSYS_SRC_BURST_RADIUS, 0.0,
                            PSYS_SRC_BURST_RADIUS, 0.0,
        PSYS_SRC_BURST_SPEED_MIN, 0.001,
                            PSYS_SRC_BURST_SPEED_MIN, 0.001,
        PSYS_SRC_BURST_SPEED_MAX, 0.4,
                            PSYS_SRC_BURST_SPEED_MAX, 0.4,
        PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
                            PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
        PSYS_SRC_TARGET_KEY,(key)"",
                            PSYS_SRC_TARGET_KEY, ( key )"",
        PSYS_SRC_TEXTURE, ""]);
                            PSYS_SRC_TEXTURE, "" ]
         llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 2.0, 1.9, // For extra effect we switch the light on too.
                        );
                              PRIM_COLOR, ALL_SIDES, <1.0,1.0,1.0>, 0.1, // And set the transparency to slightly visible.
         llSetPrimitiveParams( [ PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 2.0, 1.9, // For extra effect we switch the light on too.
                              PRIM_GLOW, ALL_SIDES, 0.1]); // And the glow to slight.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.1, // And set the transparency to slightly visible,
     }
                                PRIM_GLOW, ALL_SIDES, 0.1 ] // and the glow to slight.
    else // Num was not 1 (TRUE) so we need to stop the effect or not start it.
                            );
    {
     } else {
         llParticleSystem([]); // Make no particles (no flame).
        // "num" was not 1 ( TRUE ) so we need to stop the effect or not start it.
         llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off.
         llParticleSystem( [] ); // Make no particles ( no flame ).
                              PRIM_COLOR, ALL_SIDES, <1.0,1.0,1.0>, 0.0, // And set the transparency to invisible.
         llSetPrimitiveParams( [ PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off.
                              PRIM_GLOW, ALL_SIDES, 0.0]); // And the glow to zero.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // And set the transparency to invisible,
                                PRIM_GLOW, ALL_SIDES, 0.0 ] // and the glow to zero.
                            );
     }
     }
     on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
     on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
}
}


default // Create a state for the code to run in.
default { // Create a state for the code to run in.
{
     state_entry() {
     state_entry() // On entering that state make the candle flame ignite.
        // These instructions will change the size, shape and texturing of the prim the script is in.
    {
         llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0, 1.0, 0.0>, 0.0, ZERO_VECTOR, <0.0, 1.0, 0.0>, // Make the prim a sphere.
         llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0,1.0,0.0>, 0.0, ZERO_VECTOR, <0.0,1.0,0.0>, // Make the prim a sphere.
                                PRIM_SIZE, <0.01, 0.01, 0.03>, // Make the prim the right size to act as the glowing center of the flame.
                              PRIM_SIZE, <0.01,0.01,0.03>, // Make the prim the right size to act as the glowing center of the flame.
                                PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0 ] // Set the blank texture.
                              PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0]); // Set the blank texture.
                            );
         Flame(TRUE); // Flame(TRUE); Is an order to run the code "Flame" with the integer value "TRUE" (numerical value = 1).
        // Make the candle flame ignite.
         Flame( TRUE ); // Flame( TRUE ); Is an order to run the code "Flame" with the integer value "TRUE" ( numerical value = 1 ).
     }
     }
     touch_end(integer detected) // Detect if we have touched the candle.
     touch_end( integer detected ) { // Detect if we have touched the candle.
    {
         Flame( !on ); // We now order that the Flame() code is run with the integer value that is the opposite of what it already is.
         Flame(!on); // We now order that the Flame() code is run with the integer value that is the oposite of what it already is.
         // "!on" = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
         // (!on) = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Simple Alarm Clock}}
=== Simple Timer Alarm ===
 
=== Simple Alarm Clock ( V3 ) ===


Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.
Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.


<lsl>// V3 //
<syntaxhighlight lang="lsl2">// V3 //


string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
                                                       // Or the UUID of any sound.
                                                       // Or the UUID of any sound.


float volume = 0.5;
float volume = 0.5; // Values between "0.0" and "1.0".


vector passive = <0.0,0.0,1.0>; // Color for prim when timer is off.
vector passive = <0.0, 0.0, 1.0>; // Color for prim when timer is off.


vector active = <0.0,1.0,0.0>; // Color for prim when timer is running.
vector active = <0.0, 1.0, 0.0>; // Color for prim when timer is running.


vector alarmed = <1.0,0.0,0.0>; // Color for prim when alarm is sounding.
vector alarmed = <1.0, 0.0, 0.0>; // Color for prim when alarm is sounding.
 
float time; // Used to store the timer length.


integer on; // Used to store if the timer is running.
integer on; // Used to store if the timer is running.


default
default {
{
     on_rez( integer param ) {
     on_rez(integer param)
    {
         llResetScript();
         llResetScript();
     }
     }
     state_entry()
     state_entry() {
    {
         llStopSound();
         llStopSound();
         llSetColor(passive, ALL_SIDES);
         llSetColor( passive, ALL_SIDES );
         llSetObjectName("Alarm");
         llSetObjectName( "Alarm" );
     }
     }
     touch_end(integer nd)
     touch_end( integer nd ) {
    {
         if ( on ) {
         if(on)
            llResetScript();
        llResetScript();
         } else {
         else
             float time = ( float )llGetObjectDesc() * 60; // Time established from the prim description.
        {
             if ( time < 1.0 ) {
             if((time = (((float)llGetObjectDesc()) * 60)) < 1.0) // Time established from the prim description.
                 llOwnerSay( "The time is not set.\nPlease write the time into the object description and try again" );
             {
                 llOwnerSay("The time is not set.\nPlease write the time into the object description and try again");
                 return;
                 return;
             }
             }
             llSetColor(active, ALL_SIDES);
             llSetColor( active, ALL_SIDES );
             llOwnerSay("/me is set to sound in " + ((string)llRound((time / 60))) + " minutes.");
             llOwnerSay( "/me is set to sound in " + ( string )llRound( time / 60 ) + " minutes." );
             llSetTimerEvent(time);
             llSetTimerEvent( time );
             on = TRUE;
             on = TRUE;
             llPreloadSound(alarm);
             llPreloadSound( alarm );
         }
         }
     }
     }
     timer()
     timer() {
    {
         llSetTimerEvent( 0.0 );
         llSetTimerEvent(0.0);
         llLoopSound( alarm, volume );
         llLoopSound(alarm, volume);
         llSetColor( alarmed, ALL_SIDES );
         llSetColor(alarmed, ALL_SIDES);
     }
     }
}</lsl>
}</syntaxhighlight>
 
{{Anchor|Create Mouselook Button on Screen}}
 
=== Create Mouselook Button on Screen ( V1 ) ===


When you grant permissions to this script a button will appear on screen that if pressed will send your view into mouselook. The script will (when in mouselook) react to your left mouse button clicks too.
=== Floating on Water (very beta) ===
 
<lsl>// V1 //
 
key owner;
default
{
    state_entry()
    {
        owner = llGetOwner();
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
    }
    run_time_permissions(integer perm)
    {
        if(perm & PERMISSION_TAKE_CONTROLS) // Do we have the perms we asked for?
        llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); // This creates a button at the bottom of the screen
        else                    // that if pressed automatically zooms the camera of the owner into mouselook.
        llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS);
    }
    control(key id, integer this, integer that)
    {                        // Adding various conditions here can change the script behavior in many ways.
        llOwnerSay("Click"); // Do stuff when clicking the left mouse button while in mouselook. Like for guns etc.
    }
}</lsl>
 
{{Anchor|Floating on Water (very beta)}}
=== Floating on Water (very beta) ( V2 ) ===


This creates a movement sort of like a floating lantern. But '''it needs a lot of work''' before I will consider it even close to done.
This creates a movement sort of like a floating lantern. But '''it needs a lot of work''' before I will consider it even close to done.


<lsl>// V2 //
<syntaxhighlight lang="lsl2">// V2 //
   
   
float limit = 10.0; // This is the radius that the object is allowed to drift up to.
float limit = 10.0; // This is the radius that the object is allowed to drift up to.
// 20.0 == a 40 meter circle.
                    // 20.0 would be a 40 meter circle.
   
   
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
Line 299: Line 200:
vector home;
vector home;
   
   
FloatAbout(vector pos)
FloatAbout( vector pos ) {
{
     llSetTimerEvent( limit );
     llSetTimerEvent(limit);
     @a;
     @a;
     float num_x = (llFrand(limit / 2) - (limit / 4));
     float num_x = llFrand( limit / 2 ) - ( limit / 4 );
     float num_y = (llFrand(limit / 2) - (limit / 4));
     float num_y = llFrand( limit / 2 ) - ( limit / 4 );
     vector target = <(pos.x + num_x), (pos.y + num_y), float_height>;
     vector target = <( pos.x + num_x ), ( pos.y + num_y ), float_height>;
     if(llVecDist(target, home) <= limit)
     if ( llVecDist( target, home ) <= limit ) {
    llMoveToTarget(target, (limit * 1.5));
        llMoveToTarget( target, limit * 1.5 );
     else jump a;
     } else {
        jump a;
    }
}
}
   
   
default
default {
{
     on_rez( integer param ) {
     on_rez(integer param)
    {
         llResetScript();
         llResetScript();
     }
     }
     state_entry()
     state_entry() {
    {
         float_height = llWater( ZERO_VECTOR ) + offset;
         float_height = (llWater(ZERO_VECTOR) + offset);
         llSetStatus( STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE );
         llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE);
         llSetStatus( STATUS_PHYSICS | STATUS_PHANTOM, TRUE );
         llSetStatus(STATUS_PHYSICS | STATUS_PHANTOM, TRUE);
         home = llGetPos();
         home = llGetPos();
         llSetTimerEvent(0.1);
         llSetTimerEvent( 0.1 );
     }
     }
     timer()
     timer() {
    {
         FloatAbout( llGetPos() );
         FloatAbout(llGetPos());
     }
     }
     touch_end(integer nd)
     touch_end( integer nd ) {
    {
         if ( llDetectedKey( 0 ) == llGetOwner() ) {
         if(llDetectedKey(0) == llGetOwner())
            FloatAbout( home = llGetPos() );
        FloatAbout((home = llGetPos()));
        }
     }
     }
}</lsl>
}</syntaxhighlight>
 
{{Anchor|Visit Web Address Dialog}}


=== Visit Web Address Dialog ( V2 ) ===
=== Visit Web Address Dialog ===


If you have a website use something like this to direct people to it.
If you have a website use something like this to direct people to it.


<lsl>// V2 //
<syntaxhighlight lang="lsl2">// V3 //
   
   
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
   
   
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt"; // URL to visit.
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt"; // URL to visit.
vector Omega_Axis = <0.0,0.0,1.0>; // If you don't want spinning set this to <0.0,0.0,0.0>;
float Omega_Speed = 0.5; // Speed of spin.
float Omega_Gain = 1.0; // Strength of spin.
   
   
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
   
   
vector Float_Text_Color = <1.0,1.0,1.0>; // Color of floating text.
vector Float_Text_Color = <1.0, 1.0, 1.0>; // Color of floating text.
   
   
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
Line 362: Line 252:
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
   
   
default
default {
{
     state_entry() {
     state_entry()
         llSetText( Floating_Text, Float_Text_Color, Float_Text_Alpha );
    {
        llTargetOmega(Omega_Axis, Omega_Speed, Omega_Gain);
         llSetText(Floating_Text, Float_Text_Color, Float_Text_Alpha);
     }
     }
     touch_start(integer nd)
     touch_start( integer nd ) {
    {
         while ( nd ) {
         while(nd)
            llLoadURL( llDetectedKey( --nd ), URL_Loader_Message, URL_To_Visit );
        llLoadURL(llDetectedKey(--nd), URL_Loader_Message, URL_To_Visit);
        }
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|AO Overriding Sit Script}}
=== AO Overriding Sit Script ===
=== AO Overriding Sit Script ( V1 ) ===


<lsl>// V1 //
<syntaxhighlight lang="lsl2">// V1 //


integer sit_target; // Used to store whether or not a sit target is applied.
integer sit_target; // Used to store whether or not a sit target is applied.


key sitter; // Used to stor the UUID (key) of the avatar we are animating.
key sitter; // Used to store the UUID (key) of the avatar we are animating.


integer perm; // Used to store whether or not we have permissions we ask for.
integer perm; // Used to store whether or not we have permissions we ask for.
Line 392: Line 278:


vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value.
vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value.
//  The X,Y,Z values denote by how much in meters or parts thereof the avatars palvis is offset from the center of the prim.
//  The X,Y,Z values denote by how much in meters or parts thereof the avatars pelvis is offset from the center of the prim.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.


Line 413: Line 299:
             // ...this will get the name of an animation in the prims inventory and store it.
             // ...this will get the name of an animation in the prims inventory and store it.
             anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
             anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
             if(anim_name == "") // If there is no animation in the inventory and we havn't named one...
             if(anim_name == "") // If there is no animation in the inventory and we haven't named one...
             {
             {
                 llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
                 llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
Line 425: Line 311:
     changed(integer change)
     changed(integer change)
     {
     {
         if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avater).
         if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avatar).
         {
         {
             if(sit_target)
             if(sit_target)
Line 470: Line 356:
         }
         }
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Region Stats as Graphical Floating Text}}
=== Region Stats as Graphical Floating Text ===
=== Region Stats as Graphical Floating Text ( V3 ) ===


<lsl>// V3 //
<syntaxhighlight lang="lsl2">// V3 //


integer on = TRUE;
integer on = TRUE;
Line 547: Line 432:
         DisplayStats();
         DisplayStats();
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Configurable Unpacker}}
=== Configurable Unpacker ===
=== Configurable Unpacker ( V1 ) ===


<lsl>// V1 //
<syntaxhighlight lang="lsl2">// V1 //


key owner;
key owner;
Line 685: Line 569:
         llDie();
         llDie();
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Random Item Giver}}
=== Random Item Giver ===
=== Random Item Giver ( V2 ) ===


'''IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS'''
'''IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS'''


<lsl>// V2 //
<syntaxhighlight lang="lsl2">// V2 //
   
   
integer NOI;
integer NOI;
Line 716: Line 599:
         llResetScript();
         llResetScript();
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Programmable Song Player}}
=== Programmable Song Player ===
=== Programmable Song Player ( V2 ) ===


Due the the 10 second limit on sounds we need to play whole songs as a sequence of clips. This does that.
Due the the 10 second limit on sounds we need to play whole songs as a sequence of clips. This does that.
*You can add up to 11 (inclusive) complete songs (however many sound files there are per song) and select which to play.
* You can add up to 11 (inclusive) complete songs (however many sound files there are per song) and select which to play.
*If a song is playing you can select the next to play and a playlist is formed. The playlist can be added to at anytime during playback.
* If a song is playing you can select the next to play and a playlist is formed. The playlist can be added to at anytime during playback.
*The volume is adjustable at anytime, including during playback.
* The volume is adjustable at anytime, including during playback.
*Reads the song snippets from the sound files placed in the object inventory. They will be played in alphabetical/numerical order.
* Reads the song snippets from the sound files placed in the object inventory. They will be played in alphabetical/numerical order.
*Follow the instructions at the top of the script. Very little editing is needed.
* Follow the instructions at the top of the script. Very little editing is needed.
**There is a chance that the memory will break if the playlist is made too long. V3 will include a measure against that but I have to sleep occasionally.
** There is a chance that the memory will break if the playlist is made too long. V3 will include a measure against that but I have to sleep occasionally.
<lsl>// V2 //
 
<syntaxhighlight lang="lsl2">// V2 //
   
   
// This list is all you need to edit. List the names of the songs (each collection of sound files that makes one song)
// This list is all you need to edit. List the names of the songs (each collection of sound files that makes one song)
Line 1,007: Line 890:
         }
         }
     }
     }
}</lsl>
}</syntaxhighlight>
 
{{Anchor|Single Prim Double Doors}}


=== Single Prim Double Doors ( V3 )===
=== Single Prim Double Doors ===


Just drop the script into a fresh prim and it will become the doors.
Just drop the script into a fresh prim and it will become the doors.
Line 1,017: Line 898:
Can be made to allow only owner use by writing the word "owner" in the prim description.
Can be made to allow only owner use by writing the word "owner" in the prim description.


<lsl>// V3 //
<syntaxhighlight lang="lsl2">// V3 //


float auto_close = 10.0; // The time the door remains open before auto closing. Set to zero for no auto closure.
float auto_close = 10.0; // The time the door remains open before auto closing. Set to zero for no auto closure.
Line 1,072: Line 953:
         OperateDoors();
         OperateDoors();
     }
     }
}</lsl>
}</syntaxhighlight>


{{Anchor|Give Only to Agents of an Age}}
=== Give Only to Agents of an Age ===
 
=== Give Only to Agents of an Age ( V1 )===


Simple freebie giver that discriminates against old people. Use to allow only newer residents to grab your freebies.
Simple freebie giver that discriminates against old people. Use to allow only newer residents to grab your freebies.
Line 1,082: Line 961:
Load the prim up with stuff (of any type (set free scripts to "Not Running")) and the script will automatically read the contents and be ready to hand them out.
Load the prim up with stuff (of any type (set free scripts to "Not Running")) and the script will automatically read the contents and be ready to hand them out.


<lsl>// V1 //
<syntaxhighlight lang="lsl2">// V1 //


integer noobage = 30; // Age in days upto which an agent is considered eligible.
integer noobage = 30; // Age in days upto which an agent is considered eligible.
Line 1,170: Line 1,049:
         }
         }
     }
     }
}</lsl>
}</syntaxhighlight>}}
 
== More Scripts... ==
 
'''Free Scripts''' (this page)
 
'''[[User:Fred_Gandt/Scripts/Continued_1| More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_2| Even More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_3| Even More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_4| Even More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_5| Even More More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Continued_6| Even More More More More More Free Scripts]]''' (content constantly updating)
 
'''[[User:Fred_Gandt/Scripts/Vehicles/Car| Car Type Land Vehicle Scripts]]''' (Working on it...)
 
If you have any comments about the content of this page please post them '''[[User_talk:Fred_Gandt/Scripts | HERE]]'''

Latest revision as of 03:58, 21 March 2017

I get in-world very rarely these days. The knock-on effect of this, is that I am not in the best position to keep these scripts updated. Please message me in-world (forwarded to email) if you discover any bugs (that can't be simply fixed), and I'll do my best to find a solution.

My Contributions

If unsure about how to use these scripts

I have implemented a version number system to make it more obvious if a script is updated. The V# is a comment at the top of each script.

If you have any comments about the content of this page please post them HERE

All my scripts are written for compilation as MONO

More Scripts

Legal Stuff

The legal stuff about contributing to this wiki. (worth reading)

PJIRA Issue Tracker

The issues I have filed on the PJIRA

Tuition

Tuition scripts, notes, videos and screenshots etc. (hardly any content yet)

Free Scripts

Basic Light Switch

Placed in the root of a linked object this script will make the whole object active to touch. The light will always be emitted by the prim the script is in. So, if you have a 5 prim lamp, put this in the "bulb" prim and make that prim the root. If placed in a child prim of an object, only that prim will be clickable (unless there are other touch scripts in other prims of the object).

// V1 //

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 )

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

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

Switch() {
    // The switching function.
    on = !on; // Flip the boolean value of the integer "on".
    // Set the prim's light emitter on or off, dependant on the value of "on".
    llSetPrimitiveParams( [ PRIM_POINT_LIGHT, on, color, intensity, radius, falloff ] );
}

default {
    touch_end( integer nd ) { // If clicked,
        Switch(); // unconditionally call the switch to operate.
    }
}

Basic Alpha (transparency) SHOW/HIDE

// V1 //
 
string command = "switch"; // Place the command to chat here. The same command will switch on and off.
 
integer channel = 1; // Place channel to use here ( must be positive if an avatar is chatting on it ).

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

integer on; // Store the state of transparency.
 
Switch() {
    llSetLinkAlpha( LINK_SET, ( float )on, ALL_SIDES ); // This setting will turn a whole link_set transparent or visible.
    on = !on; // Flip the boolean value of the integer "on".
}
 
default {
    state_entry() {
        llListen( channel, "", "", command ); // This script is listening to everyone all the time.
        // llListen( channel, "", llGetOwner(), command ); // Delete the "//" at the beginning of this line...
                                                           // ...and add "//" at the beginning of the line above...
                                                           // ...to make This script listen to only the owner.
    } // Switching the listen off at times would be better to reduce lag. But when??
    touch_end( integer nd ) {
        // if ( llDetectedKey( 0 ) == llGetOwner() ) // Delete the "//" at the beginning of this line to make touches only respond to owner.
        Switch(); // Call the switching function.
    }
    listen( integer chan, string name, key id, string msg ) {
        Switch(); // Call the switching function.
    }
}

Basic Particle Candle Flame ON/OFF

This script will make the prim it is in a small glowing sphere that sits at the center of the flame.

// V1 //

integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.

Flame( integer num ) {
    // Do we or don't we make a flame? "num" is either TRUE or FALSE ( 1 or 0 ).
    if ( num ) {
        // Make the flame since the condition above was met.
        llParticleSystem( [ PSYS_PART_FLAGS, 275,
                            PSYS_SRC_PATTERN, 4,
                            PSYS_PART_START_ALPHA, 0.6,
                            PSYS_PART_END_ALPHA, 0.0,
                            PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>,
                            PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>,
                            PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>,
                            PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>,
                            PSYS_PART_MAX_AGE, 0.3,
                            PSYS_SRC_MAX_AGE, 0.0,
                            PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect.
                            PSYS_SRC_ANGLE_BEGIN, 0.0,
                            PSYS_SRC_ANGLE_END, 0.0,
                            PSYS_SRC_BURST_PART_COUNT, 50,
                            PSYS_SRC_BURST_RATE, 0.07,
                            PSYS_SRC_BURST_RADIUS, 0.0,
                            PSYS_SRC_BURST_SPEED_MIN, 0.001,
                            PSYS_SRC_BURST_SPEED_MAX, 0.4,
                            PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>,
                            PSYS_SRC_TARGET_KEY, ( key )"",
                            PSYS_SRC_TEXTURE, "" ]
                        );
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 2.0, 1.9, // For extra effect we switch the light on too.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.1, // And set the transparency to slightly visible,
                                PRIM_GLOW, ALL_SIDES, 0.1 ] // and the glow to slight.
                            );
    } else {
        // "num" was not 1 ( TRUE ) so we need to stop the effect or not start it.
        llParticleSystem( [] ); // Make no particles ( no flame ).
        llSetPrimitiveParams( [ PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off.
                                PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 0.0, // And set the transparency to invisible,
                                PRIM_GLOW, ALL_SIDES, 0.0 ] // and the glow to zero.
                            );
    }
    on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
}

default { // Create a state for the code to run in.
    state_entry() {
        // These instructions will change the size, shape and texturing of the prim the script is in.
        llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0, 1.0, 0.0>, 0.0, ZERO_VECTOR, <0.0, 1.0, 0.0>, // Make the prim a sphere.
                                PRIM_SIZE, <0.01, 0.01, 0.03>, // Make the prim the right size to act as the glowing center of the flame.
                                PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0 ] // Set the blank texture.
                            );
        // Make the candle flame ignite.
        Flame( TRUE ); // Flame( TRUE ); Is an order to run the code "Flame" with the integer value "TRUE" ( numerical value = 1 ).
    }
    touch_end( integer detected ) { // Detect if we have touched the candle.
        Flame( !on ); // We now order that the Flame() code is run with the integer value that is the opposite of what it already is.
        // "!on" = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not".
    }
}

Simple Timer Alarm

Good for reminding you about sandbox returns etc. Ideally worn as a single prim HUD attachment.

// V3 //

string alarm = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
                                                       // Or the UUID of any sound.

float volume = 0.5; // Values between "0.0" and "1.0".

vector passive = <0.0, 0.0, 1.0>; // Color for prim when timer is off.

vector active = <0.0, 1.0, 0.0>; // Color for prim when timer is running.

vector alarmed = <1.0, 0.0, 0.0>; // Color for prim when alarm is sounding.

integer on; // Used to store if the timer is running.

default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        llStopSound();
        llSetColor( passive, ALL_SIDES );
        llSetObjectName( "Alarm" );
    }
    touch_end( integer nd ) {
        if ( on ) {
            llResetScript();
        } else {
            float time = ( float )llGetObjectDesc() * 60; // Time established from the prim description.
            if ( time < 1.0 ) {
                llOwnerSay( "The time is not set.\nPlease write the time into the object description and try again" );
                return;
            }
            llSetColor( active, ALL_SIDES );
            llOwnerSay( "/me is set to sound in " + ( string )llRound( time / 60 ) + " minutes." );
            llSetTimerEvent( time );
            on = TRUE;
            llPreloadSound( alarm );
        }
    }
    timer() {
        llSetTimerEvent( 0.0 );
        llLoopSound( alarm, volume );
        llSetColor( alarmed, ALL_SIDES );
    }
}

Floating on Water (very beta)

This creates a movement sort of like a floating lantern. But it needs a lot of work before I will consider it even close to done.

// V2 //
 
float limit = 10.0; // This is the radius that the object is allowed to drift up to.
                    // 20.0 would be a 40 meter circle.
 
float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface.
// The object will (when the offset is zero) float with its geometric center at the level of the water surface.
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
float float_height;
 
vector home;
 
FloatAbout( vector pos ) {
    llSetTimerEvent( limit );
    @a;
    float num_x = llFrand( limit / 2 ) - ( limit / 4 );
    float num_y = llFrand( limit / 2 ) - ( limit / 4 );
    vector target = <( pos.x + num_x ), ( pos.y + num_y ), float_height>;
    if ( llVecDist( target, home ) <= limit ) {
        llMoveToTarget( target, limit * 1.5 );
    } else {
        jump a;
    }
}
 
default {
    on_rez( integer param ) {
        llResetScript();
    }
    state_entry() {
        float_height = llWater( ZERO_VECTOR ) + offset;
        llSetStatus( STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE );
        llSetStatus( STATUS_PHYSICS | STATUS_PHANTOM, TRUE );
        home = llGetPos();
        llSetTimerEvent( 0.1 );
    }
    timer() {
        FloatAbout( llGetPos() );
    }
    touch_end( integer nd ) {
        if ( llDetectedKey( 0 ) == llGetOwner() ) {
            FloatAbout( home = llGetPos() );
        }
    }
}

Visit Web Address Dialog

If you have a website use something like this to direct people to it.

// V3 //
 
string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
 
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt"; // URL to visit.
 
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
 
vector Float_Text_Color = <1.0, 1.0, 1.0>; // Color of floating text.
 
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
 
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
 
default {
    state_entry() {
        llSetText( Floating_Text, Float_Text_Color, Float_Text_Alpha );
    }
    touch_start( integer nd ) {
        while ( nd ) {
            llLoadURL( llDetectedKey( --nd ), URL_Loader_Message, URL_To_Visit );
        }
    }
}

AO Overriding Sit Script

// V1 //

integer sit_target; // Used to store whether or not a sit target is applied.

key sitter; // Used to store the UUID (key) of the avatar we are animating.

integer perm; // Used to store whether or not we have permissions we ask for.

string anim_name = ""; // Used to store the name of the animation we have in the objects inventory.

string sit_text = ""; // Add a word to replace the words "Sit Here" (in the pie menu) to show if right clicking to sit.

vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value.
//  The X,Y,Z values denote by how much in meters or parts thereof the avatars pelvis is offset from the center of the prim.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.

vector pose_rotation = <0.0,0.0,0.0>; // This can be a zero value.
// The X,Y,Z values denote the rotation in degrees that the animation is rotated around the avatars pelvis.
// There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.

default
{
    on_rez(integer param)
    {
        llResetScript(); // Clean the script when we rez the object.
    }
    state_entry()
    {
        if(sit_text != "") // If we have not set sit_text don't apply it.
        llSetSitText(sit_text);
        if(anim_name == "") // If we have not named an anim (Such as the internal animations)...
        {
            // ...this will get the name of an animation in the prims inventory and store it.
            anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0);
            if(anim_name == "") // If there is no animation in the inventory and we haven't named one...
            {
                llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target.
                llOwnerSay("There is no animation named or in my inventory. Please add an animation so I can work properly.");
                return; // Inform the owner and do nothing else.
            }
        } // If an animation exists either in inventory or by name...
        llSitTarget(pose_offset, llEuler2Rot(pose_rotation*DEG_TO_RAD)); // Set the sit target.
        sit_target = TRUE; // Remember that we are an active seat.
    }
    changed(integer change)
    {
        if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avatar).
        {
            if(sit_target)
            {
                sitter = llAvatarOnSitTarget(); // If it is an avatar store the UUID (key).
                if(sitter) // Check if the sitter is still sitting.
                llRequestPermissions(sitter, PERMISSION_TRIGGER_ANIMATION); // If sitting get permission to animate.
                else
                { // The sitter must have got up or something else changed.
                    if(perm)
                    {
                        llStopAnimation(anim_name); // Make sure the sit animation we play is stopped when the avatar stands.
                        llResetScript(); // Remove the permissions we had and clean the script.
                    }
                }
            }
        }
        if(change & CHANGED_INVENTORY)
        {
            llResetScript(); // If the animation is changed reset the script to get its name.
        }
    }
    run_time_permissions(integer perms) // Use the permissions.
    {
        if(perms & PERMISSION_TRIGGER_ANIMATION) // If we have the permissions we asked for.
        {
            perm = TRUE; // Remember that we have the permissions.
            if(sitter) // If the avatar is still sitting.
            {
                llStopAnimation("sit"); // Stop the default linden sit animation.
                llSleep(0.2); // Slow it down a bit. This gives time for the avatar animation list to be sit specific.
                integer count = 0;
                list anims = llGetAnimationList(sitter); // Get a list of animations the avatar is playing.
                integer length = llGetListLength(anims); // Get the length of that list.
                do
                {
                    string anim = llList2String(anims, count); // Pick the animation from the list of animations at index count.
                    if(anim != "")
                    llStopAnimation(anim); // Stop the animation.
                }
                while((++count) < length);
                llStartAnimation(anim_name); // Animate the sitting avatar using our inventory or named animation.
            }
        }
    }
}

Region Stats as Graphical Floating Text

// V3 //

integer on = TRUE;

Switch()
{
    if(on)
    {
        llSetTimerEvent(0.0);
        llSetText("Click Me to Enable Region Stats Display\n \n ", <1.0, 1.0, 0.0>, 1.0);
    }
    else
    {
        llSetText("Gathering Region Stats...\n \n ", <1.0, 1.0, 0.0>, 1.0);
        llSetTimerEvent(2.5);
    }
    on = (!on);
}

DisplayStats()
{
    integer count;
    string d = "";
    string f = "";
    integer fps = (llRound((llGetRegionFPS() * 2.0) + 10.0) / 10);
    integer dilation = llRound((llGetRegionTimeDilation() * 10.0));
    integer combo = (dilation + fps);
    while((++count) < dilation)
    d += "||";
    count = 0;
    while((++count) < fps)
    f += "||";
    llSetText("The Region is  -  " + GetCondition((combo * 2)) +
              "\n \nNumber of Agents on Region  -  " + ((string)llGetRegionAgentCount()) +
              "\n \nRegion F.P.S.  -  " + f +
              "\nRegion Dilation  -  " + d, <1.0, ((((float)combo) / 2.0) / 10.0), 0.0>, 1.0);
}
 
string GetCondition(integer c) // Obviously you can change this wording if you like.
{                              // I just thought of "health" and went with it.
    if(c == 40)
    return "TRANSCENDENT";
    else if(c > 35)
    return "ATHLETIC";
    else if(c > 30)
    return "HEALTHY";
    else if(c > 25)
    return "AVERAGE";
    else if(c > 20)
    return "ILL";
    else if(c > 15)
    return "DYING";
    else if(c > 10)
    return "CRITICAL";
    else
    return "DEAD?";
}
 
default
{
    state_entry()
    {
        Switch();
    }
    touch_start(integer nd)
    {
        Switch();
    }
    timer()
    {
        DisplayStats();
    }
}

Configurable Unpacker

// V1 //

key owner;
 
string me;
 
integer open = FALSE;
 
list folder_contents;
 
string folder_name; // The folder name will establish from the description of the object this script is in.
 
// CHANGE ONLY THE SETTINGS BELOW //
 
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
 
integer allow_only_owner = FALSE; // Owner only or open to all?
 
integer self_delete = FALSE; // Self delete?
 
integer timed_deletion = FALSE; // Delete immediately after giving contents or hang around a bit?
 
float deletion_delay = 10.0; // Length of time to hang around in seconds (if timed_deletion is set TRUE)
 
string display_rez_text = ""; // Floating text on rez?
 
string localchat_rez_text = ""; // Chatted message on rez?
 
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
 
string display_deletion_text = ""; // Floating text before deletion?
 
string localchat_deletion_text = ""; // Chatted message before deletion?
 
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
 
vector rez_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show on rez.
 
vector deletion_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show before deletion.
 
float rez_text_alpha = 1.0; // Transparency of floating text if set to show on rez.
 
float deletion_text_alpha = 1.0; // Transparency of floating text if set to show before deletion.
 
// CHANGE ONLY THE SETTINGS ABOVE //

OnRezTextOptionsFunctionThingy(integer o)
{
    if(display_rez_text != "")
    llSetText(display_rez_text, rez_text_color, rez_text_alpha);
    if(localchat_rez_text != "")
    llSay(0, localchat_rez_text);
    if(ownerchat_rez_text != "")
    llOwnerSay(ownerchat_rez_text);
    if(!o)
    {
        integer count = 0;
        integer NOI = llGetInventoryNumber(INVENTORY_ALL);
        if(NOI)
        {
            folder_contents = [];
            do
            {
                string name = llGetInventoryName(INVENTORY_ALL, count);
                if(name == me)
                {
                    if(give_this_script)
                    folder_contents += [name];
                }
                else
                folder_contents += [name];
            }
            while((++count) < NOI);
        }
        folder_name = llGetObjectDesc();
    }
}
 
default
{
    on_rez(integer param)
    {
        owner = llGetOwner();
        me = llGetScriptName();
        OnRezTextOptionsFunctionThingy(FALSE);
    }
    touch_start(integer nd)
    {
        if(!open)
        {
            integer give = FALSE;
            key toucher = llDetectedKey(0);
            if(allow_only_owner)
            {
                if(toucher == owner)
                give = TRUE;
            }
            else
            {
                give = TRUE;
            }
            if(give)
            {
                open = TRUE;
                llGiveInventoryList(toucher, folder_name, folder_contents);
            }
            if(open)
            {
                if(display_deletion_text != "")
                llSetText(display_deletion_text, deletion_text_color, deletion_text_alpha);
                if(localchat_deletion_text != "")
                llSay(0, localchat_deletion_text);
                if(ownerchat_deletion_text != "")
                llOwnerSay(ownerchat_deletion_text);
                if(self_delete)
                {
                    if(timed_deletion)
                    llSetTimerEvent(deletion_delay);
                    else
                    llDie();
                }
                else
                {
                    open = FALSE;
                    OnRezTextOptionsFunctionThingy(TRUE);
                }
            }
        }
    }
    timer()
    {
        llDie();
    }
}

Random Item Giver

IN ITS PRESENT STATE THIS SCRIPT SHOULD NOT BE USED TO GIVE ITEMS WITH NO COPY PERMISSIONS

// V2 //
 
integer NOI;
 
default
{
    state_entry()
    {
        NOI = (llGetInventoryNumber(INVENTORY_ALL) - 1);
    }
    touch_start(integer nd)
    {
        while(nd && NOI)
        {
            string inv;
            while((inv = llGetInventoryName(INVENTORY_ALL, llRound(llFrand((float)NOI)))) == llGetScriptName());
            llGiveInventory(llDetectedKey(--nd), inv);
        }
    }
    changed(integer change)
    {
        if(change & (CHANGED_INVENTORY | CHANGED_OWNER))
        llResetScript();
    }
}

Programmable Song Player

Due the the 10 second limit on sounds we need to play whole songs as a sequence of clips. This does that.

  • You can add up to 11 (inclusive) complete songs (however many sound files there are per song) and select which to play.
  • If a song is playing you can select the next to play and a playlist is formed. The playlist can be added to at anytime during playback.
  • The volume is adjustable at anytime, including during playback.
  • Reads the song snippets from the sound files placed in the object inventory. They will be played in alphabetical/numerical order.
  • Follow the instructions at the top of the script. Very little editing is needed.
    • There is a chance that the memory will break if the playlist is made too long. V3 will include a measure against that but I have to sleep occasionally.
// V2 //
 
// This list is all you need to edit. List the names of the songs (each collection of sound files that makes one song)
// followed by the length of those sound clips (each song should contain clips of equal length)

// The list should be structured like so -

// list songs = ["First Song", 9.0, "Second Song", 9.65, "Third Song", 9.45];

// The names of the songs must be identical to some part of the sound files used for that song like so -

//// In the prim inventory (along with this script) -

////// Box_Of_Rain_wav_1
////// Box_Of_Rain_wav_2
////// Box_Of_Rain_wav_3
////// Servant 1
////// Servant 2
////// Servant 3

//// In the script -

////// list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8];

// The script will play the clips in alpha/numerical order so name them wisely.

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT BELOW HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
list songs = ["Box_Of_Rain", 9.2, "Servant", 9.8]; // YUP! EDIT THIS BIT ;-)
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////ONLY EDIT ABOVE HERE///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
integer volume = 10;
 
integer lis_count;
 
integer playing;
 
integer busy;
 
integer part;
 
integer lis;
 
integer sl;
 
float delay;
 
list cancel = ["CANCEL"];
 
list playlist;
 
list waiting;
 
list song;
 
string vol_str = "Volume";
 
string song_str = "Songs";
 
string song_name;
 
list StrideOfList(list src, integer stride, integer start, integer end)
{
    list l = [];
    integer ll = llGetListLength(src);
    if(start < 0)start += ll;
    if(end < 0)end += ll;
    if(end < start) return llList2List(src, start, start);
    while(start <= end)
    {
        l += llList2List(src, start, start);
        start += stride;
    }
    return l;
}
 
list Volumes(integer vol)
{
    integer v = 0;
    list l = [];
    do
    {
        if(v != vol)
        l += [((string)v)];
    }
    while((++v) <= 10);
    return l;
}
 
PageOne(key k, integer c)
{
    llDialog(k, "\nAdjust the volume or select a song to play?", [vol_str, song_str] + cancel, c);
}
 
PlaySong(string n)
{
    song = [];
    integer c = -1;
    string name = "";
    do
    {
        if(llSubStringIndex((name = llGetInventoryName(INVENTORY_SOUND, (++c))), n) != -1)
        song += [name];
    }
    while(name);
    delay = llList2Float(songs, (llListFindList(songs, [n]) + 1));
    if((sl = llGetListLength(song)))
    {
        llPreloadSound(llList2String(song, (part = 0)));
        if(sl > 1)
        llPreloadSound(llList2String(song, 1));
        playing = FALSE;
        llSetTimerEvent(0.01);
    }
}
 
integer Chan()
{
    return llRound((llFrand(-5000000.0) + -500000.0));
}
 
float ScaleVol(integer v)
{
    return (v * 0.1);
}
 
Listen(integer c, key a)
{
    lis = llListen(c, "", a, "");
}
 
RemoveListen(integer b)
{
    llListenRemove(lis);
    lis_count = 0;
    if(b)
    busy = FALSE;
    lis = 0;
}
 
SetListenTimer(integer p)
{
    if(p)
    while(((++lis_count) * llRound(delay)) < 30);
    else
    {
        lis_count = 1;
        llSetTimerEvent(30.0);
    }
}
 
integer CheckWaitingRoom(integer c)
{
    if(waiting)
    {
        key a = llList2Key(waiting, 0);
        if(!c)
        {
            RemoveListen(0);
            Listen((c = Chan()), a);
            SetListenTimer(playing);
        }
        PageOne(a, c);
        waiting = llDeleteSubList(waiting, 0, 0);
        return 1;
    }
    return 0;
}
 
default
{
    on_rez(integer param)
    {
        llStopSound();
        llResetScript();
    }
    changed(integer change)
    {
        if(change & CHANGED_INVENTORY)
        llResetScript();
    }
    touch_start(integer nd)
    {
        while(nd)
        {
            key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                integer channel = Chan();
                SetListenTimer(playing);
                Listen(channel, agent);
                PageOne(agent, channel);
            }
            else
            {
                list a = [agent];
                if(llListFindList(waiting, a) == -1)
                waiting += a;
            }
        }
    }
    listen(integer chan, string name, key id, string msg)
    {
        if(msg != llList2String(cancel, 0))
        {
            SetListenTimer(playing);
            if(msg == vol_str)
            {
                llDialog(id, "\nChange the volume?\nThe current volume is set at \"" + ((string)volume) + "\"", cancel + Volumes(volume), chan);
                return;
            }
            if(msg == song_str)
            {
                string current = "";
                if(playlist)
                {
                    current = "\n\nThe songs currently queued are\n\"" + llList2String(playlist, 0) + "\" (currently playing)";
                    if(llGetListLength(playlist) > 1)
                    current += "\n\"" + llDumpList2String(llList2List(playlist, 1, -1), "\"\n\"") + "\"";
                }
                llDialog(id, llGetSubString(("\nSelect a song to play?" + current), 0, 500), cancel + StrideOfList(songs, 2, 0, -1), chan);
                return;
            }
            if(llListFindList(Volumes(volume), [msg]) != -1)
            {
                llAdjustSoundVolume(ScaleVol((volume = ((integer)msg))));
                PageOne(id, chan);
                return;
            }
            if(llGetListLength((playlist += [msg])) == 1)
            PlaySong((song_name = msg));
        }
        if(CheckWaitingRoom(chan))
        return;
        RemoveListen(1);
    }
    timer()
    {
        if(playlist)
        {
            if(!playing)
            {
                llSetTimerEvent(delay);
                playing = TRUE;
            }
            llPlaySound(llList2String(song, part), ScaleVol(volume));
            if((++part) == sl)
            {
                if(llGetListLength(playlist) > 1)
                {
                    song_name = llList2String((playlist = llDeleteSubList(playlist, 0, 0)), 0);
                    llSleep(delay);
                    PlaySong(song_name);
                }
                else
                {
                    llSetTimerEvent(0.0);
                    song_name = "";
                    playing = FALSE;
                    playlist = [];
                }
            }
            else if(part == (sl - 1))
            llPreloadSound(llList2String(song, 0));
            else
            llPreloadSound(llList2String(song, (part + 1)));
        }
        if(lis && (!(--lis_count)))
        {
            if(!(CheckWaitingRoom(0)))
            RemoveListen(1);
        }
    }
}

Single Prim Double Doors

Just drop the script into a fresh prim and it will become the doors.

Can be made to allow only owner use by writing the word "owner" in the prim description.

// V3 //

float auto_close = 10.0; // The time the door remains open before auto closing. Set to zero for no auto closure.

integer open;
 
OperateDoors()
{
    if(!open)
    {
        float f = 0.0;
        while((f += 0.01) <= 1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    else
    {
        float f = 1.0;
        while((f -= 0.01) >= -1.0)
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <f,1.0,0.0>, ZERO_VECTOR]);
    }
    llSetTimerEvent(auto_close);
    open = (!open);
}
 
default
{
    state_entry()
    {
        vector pos = llGetPos();
        llSetLinkPrimitiveParamsFast(LINK_THIS, [9, 0, 0, <0.375,0.875,0.0>, 0.95, ZERO_VECTOR, <0.0,1.0,0.0>, ZERO_VECTOR,
                                                 17, -1, TEXTURE_BLANK, <1.0,1.0,0.0>, ZERO_VECTOR, 0.0,
                                                 6, <pos.x,pos.y,(pos.z - 0.25)>,
                                                 18, -1, ZERO_VECTOR, 0.4,
                                                 8, <PI,0.0,0.0,PI>,
                                                 7, <3.0,5.0,0.01>]);
    }
    touch_start(integer nd)
    {
        if(llToLower(llGetObjectDesc()) == "owner")
        {
            while(nd)
            {
                if(llDetectedKey(--nd) == llGetOwner())
                OperateDoors();
            }
        }
        else
        OperateDoors();
    }
    timer()
    {
        llSetTimerEvent(0.0);
        if(open)
        OperateDoors();
    }
}

Give Only to Agents of an Age

Simple freebie giver that discriminates against old people. Use to allow only newer residents to grab your freebies.

  • The measure of age isn't perfect but, the worst it will be off by is a day or so.

Load the prim up with stuff (of any type (set free scripts to "Not Running")) and the script will automatically read the contents and be ready to hand them out.

// V1 //

integer noobage = 30; // Age in days upto which an agent is considered eligible.

string folder_name = "Folder"; // name of folder as it appears in the agents inventory.

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

list inv = [];

integer Inv = 0;

integer busy = 0;

list waiting = [];

key iq = NULL_KEY;

key Agent = NULL_KEY;

integer ThankYouForTheDays(string d)
{
    return llRound((((float)llGetSubString(d, 0, 3)) * 365.25) +
                   (((float)llGetSubString(d, 5, 6)) * 30.4375) +
                   ((float)llGetSubString(d, 8, 9)));
}

integer Noob(string dob, string date)
{
    if((ThankYouForTheDays(date) - ThankYouForTheDays(dob)) <= noobage)
    return 1;
    return 0;
}

default
{
    on_rez(integer param)
    {
        llResetScript();
    }
    changed(integer change)
    {
        if(change & (CHANGED_OWNER | CHANGED_INVENTORY))
        llResetScript();
    }
    state_entry()
    {
        integer noi = llGetInventoryNumber(INVENTORY_ALL);
        string name;
        while(noi)
        {
            if((name = llGetInventoryName(INVENTORY_ALL, (--noi))) != llGetScriptName())
            inv += [name];
        }
        Inv = llGetListLength(inv);
    }
    touch_start(integer nd)
    {
        while(nd && Inv)
        {
            key agent = llDetectedKey(--nd);
            if(!busy)
            {
                busy = TRUE;
                iq = llRequestAgentData((Agent = agent), DATA_BORN);
            }
            else
            {
                if(llListFindList(waiting, [agent]) == -1)
                waiting += [agent];
            }
        }
    }
    dataserver(key q, string data)
    {
        if(q == iq)
        {
            if(Noob(data, llGetDate()))
            llGiveInventoryList(Agent, folder_name, inv);
            if(llGetListLength(waiting))
            {
                iq = llRequestAgentData((Agent = llList2Key(waiting, 0)), DATA_BORN);
                waiting = llDeleteSubList(waiting, 0, 0);
            }
            else
            busy = FALSE;
        }
    }
}

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