Difference between revisions of "Builders Buddy v1"

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= Builder's Buddy =
{{LSL Header}}
This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki.  There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc.  The component script goes into each linked set that makes up the rest of the large build.  In short, only one base script, many component scripts. Got it?
{{RightToc}}
This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki.  There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc.  The component script goes into each linked set that makes up the rest of the large build.  In short, only one base script, many component scripts.


== Note to Sellers! ==
'''The most current "official" version of these scripts is 1.10.'''
Due to a number of people confused by the copyright wording, here's a recap: '''Use this script any way you want. SELL IT EVEN!  Just make sure I am given credit as the creator.''' That's the only restriction.


== The Base Script ==///////////////////////////////////////////////////////////////////////////////
 
// Builders' Buddy 2.0 (Base Script)
== Help Documentation ==
// by Newfie Pendragon, March 2006
 
//
Complete Step-by-Step help is posted here: [[Builder's Buddy Help Document]] . The help document also includes a short quick end-user guide for you to distribute to end-users of your products.
// This script is distributed with permission that it may be used in
 
// any way, or may be further modified/included in resale items.
 
// HOWEVER, if this script is used as part of a for-sale product,
== Obligatory Copyright Notice ==
// it is required that appropriate credit be given to Newfie for
There are only a few points here:
// the script (or portions used in derivatives).  That's a fair price
* Use this script as you wish, to modify, sell, etc.
// in exchange for unlimited use of this script, dontcha think?
* If you use this script in a for-sale product, please give credit to Newfie Pendragon as the creator of the script.
//
* If you wish to modify this script and release the changes for public use, please submit changes to Newfie Pendragon.  This is to ensure a consistent version numbering on releases, and to ensure changes are not wiped out in future releases.
//  SL Forum thread and new versions found here:
 
//  http://forums.secondlife.com/showthread.php?t=96792
== The Base Script ==  
<syntaxhighlight lang="lsl2">
///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Base Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//
//
// Script Purpose & Use
// Script Purpose & Use
// Functions are dependent on the "component script"
//
//
// Functions are dependent on the "component script"
// QUICK USE:
//
// - Drop this script in the Base.
//  QUICK USE:
// - Drop the "Component" Script in each building part.
// - Drop this script in the Base.
// - Touch your Base, and choose RECORD
// - Drop the "Component" Script in each building part.
// - Take all building parts into inventory
// - Touch your Base, and choose RECORD
// - Drag building parts from inventory into Base Prim
// - Take all building parts into inventory
// - Touch your base and choose BUILD
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
//  OTHER COMMANDS from the Touch menu
//  - To reposition, move/rotate Base Prim choose POSITION
//  - To lock into position (removes scripts) choose DONE
//  - To delete building pieces: choose CLEAN
//
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//
// This script is copyrighted material, and has a few (minor) restrictions.
//  History
// For complete details, including a revision history, please see
//
// http://wiki.secondlife.com/wiki/Builders_Buddy
// v1.0 - 20060328 - Newfie Pendragon
//      - Original Version
// v1.1 - 20060331 - Kalidor Lazarno
//      - Added a Dialog Engine to the base script
// v1.5 - 20060612 - Androclese Antonelli
//      - Added a random number generator to the dialog engine to elimintate
//        problems with multiple BB boxes cross-talking
//      - Added a timer to the listen command to put it asleep after 10sec.
//      - Added a Menu Description
//      - Added n "creator" flag so the owner could use the same object with full
//        menu options and only a single flag change
//      - Added an "ingroup" flag to enable/disable the same group use function
//      - Non-Admin usage cleans the inventory items as they spawn
// v1.6 - 20060624 - Newfie Pendragon
//      - Added active repositioning (building moves as the base piece moves)
//      - Added "Reset" Option to unlink parts from base temporarily
//      - Modified creator flag to automatically set based if owner is creator
//      - Minor changes to improve code readability (for those learning LSL)
// v1.8 - 20070429 - Newfie Pendragon
//     - Added a variable to allow a user to tweak how long a listener is open,
//       and changed the default to 30 seconds.
// v1.9 - 20070630 - Newfie Pendragon
//      - Changed to use llRegionSay - no more 96m max distance (same sim)
//      - Changed rez sequence to be less affected by lag/gray goo fence
//      - Timer always on, less code/more reliable
// v2.0 - 20070829 - Huney Jewell
//      - Added configurable constant to determine, which Menu Options will be diplayed
//     - Menu Option 'Clean' now also deletes the prim which contains this script
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
 
//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
// Channel used by Base Prim to talk to Component Prims
// Channel used by Base Prim to talk to Component Prims
// This channel must be the same one in the component script
// This channel must be the same one in the component script
// A negative channel is used because it elimited accidental activations
// A negative channel is used because it elimited accidental activations
// by an Avatar talking on obscure channels
// by an Avatar talking on obscure channels
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
integer DefaultPRIMCHAN = -192567;    // Default channel to use
                                // ***THIS MUST MATCH IN BOTH SCRIPTS!***
integer PRIMCHAN = DefaultPRIMCHAN;    // Channel used by Base Prim to talk to Component Prims;
                                      // ***THIS MUST MATCH IN BOTH SCRIPTS!***
 
//The UUID of the creator of the object
//Leave this as "" unless SL displays wrong name in object properties
key creatorUUID = "";
 
// Set to TRUE to allow group members to use the dialog menu
// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = TRUE;
integer ingroup = TRUE;
 
// Set to TRUE to delete piece from inventory when rezzed
// (WARNING) If set to FALSE, user will be able to rez multiple copies
integer deleteOnRez = FALSE;
 
// Allow non-creator to use CLEAN command?
// (WARNING) If set to TRUE, it is recommended to set
// deleteOnRez to FALSE, or user could lose entire building
integer allowClean = TRUE;
 
//When user selects CLEAN, delete the base prim too?
integer dieOnClean = FALSE;
 
// Set to TRUE to record piece's location based on sim
// coordinates instead of relationship to base prim
integer recordSimLocation = FALSE;
 
// Set to TRUE to rez all building pieces before positioning,
// or FALSE to do (slower?) one at a time
integer bulkBuild = TRUE;
 
//Set to FALSE if you dont want the script to say anything while 'working'
//Set to FALSE if you dont want the script to say anything while 'working'
integer chatty = TRUE;
integer chatty = TRUE;
 
//How long to listen for a menu response before shutting down the listener
//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;
float fListenTime = 30.0;
 
//How often (in seconds) to perform any timed checks
//How often (in seconds) to perform any timed checks
float fTimerRate = 0.25;
float fTimerRate = 0.25;
 
//How long to sit still before exiting active mode
//How long to sit still before exiting active mode
float fStoppedTime = 30.0;
float fStoppedTime = 30.0;
 
//SL sometimes blocks rezzing to prevent "gray goo" attacks
//SL sometimes blocks rezzing to prevent "gray goo" attacks
//How long we wait (seconds) before we assume SL blocked our rez attempt
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 3;
integer iRezWait = 10;
 
//Specify which Menu Options will be displayed
//Specify which Menu Options will be displayed
//TRUE will restrict full options to creator
//FALSE will restrict full options to creator
//FALSE will offer full options to anyone
//TRUE will offer full options to anyone
integer limitedOptions = TRUE;
integer fullOptions = FALSE;
 
//Set to TRUE if you want ShapeGen channel support
// (Last 4 digits of channel affected)
integer SGCompatible = FALSE;
 
 
///////////////////////////////////////////////////////////////////////////////
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
string Input = "";
string Sign = "+";
string SignInput = " ";
string Caption = "Enter a number, include any leading 0's: ";
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
 
//Name each option-these names will be your button names.
//Name each option-these names will be your button names.
string optRecord = "Record";
string optRecord = "Record";
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string optClean = "Clean";
string optClean = "Clean";
string optDone = "Done";
string optDone = "Done";
string optChannel = "Channel";
 
//Menu option descriptions
//Menu option descriptions
string descRecord = ": Record the position of all parts\n";
string descRecord = ": Record the position of all parts\n";
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string descClean = ": De-Rez all pieces\n";
string descClean = ": De-Rez all pieces\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descChannel = ": Change Channel used on base and parts.\n";
 
integer MENU_CHANNEL;
integer MENU_CHANNEL;
integer MENU2_CHANNEL;
integer MENU_HANDLE;
integer MENU_HANDLE;
integer MENU2_HANDLE;
key agent;
key agent;
key objectowner;
key objectowner;
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integer iLastRez = 0;
integer iLastRez = 0;
integer iRezIndex;
integer iRezIndex;
//integer bTimerOn = FALSE;
 
 
InvertSign()
{
    if(Sign == "+")
        Sign = "-";
    else
        Sign = "+";
}
 
//To avoid flooding the sim with a high rate of movements
//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
//(and the resulting mass updates it will bring), we used
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     return;
     return;
}
}
 
 
rez_object()
rez_object()
{
{
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     llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
     llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
     iLastRez = llGetUnixTime();
     iLastRez = llGetUnixTime();
 
     if(!bRezzing) {
     if(!bRezzing) {
         bRezzing = TRUE;
         bRezzing = TRUE;
Line 168: Line 187:
     }
     }
}
}
 
post_rez_object()
post_rez_object()
{
{
     if ( llGetCreator() != llGetOwner() )
     if ( creatorUUID != llGetOwner() ) {
         llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
         if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}
}
 
heard(integer channel, string name, key id, string message)
{
    if( channel == PRIMCHAN ) {
        if( message == "READYTOPOS" ) {
            //New prim ready to be positioned
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
 
        } else if( message == "ATDEST" ) {
            //Rez the next in the sequence (if any)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
            } else {
                //We are done building, reset our listeners
                iLastRez = 0;
                bRezzing = FALSE;
                state reset_listeners;
            }
        }
        return;
 
    } else if( channel == MENU_CHANNEL ) {  //Process input from original menu
        if ( message == optRecord ) {
            PRIMCHAN = DefaultPRIMCHAN;
            llOwnerSay("Recording positions...");
            if(recordSimLocation) {
                //Location in sim
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            } else {
                //Location relative to base
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");
 
            //If rezzing/positioning one at a time, we need
            // to listen for when they've reached their dest
            if(!bulkBuild) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            }
 
            //Start rezzing, last piece first
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            if(dieOnClean) llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
        if ( message == optChannel ) {
            Sign = "+"; //default is a positive number
            Input = "";
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
 
    } else if ( channel == MENU2_CHANNEL ) {    //process input from MENU2
        // if a valid choice was made, implement that choice if possible.
        // (llListFindList returns -1 if Choice is not in the menu list.)
        if ( llListFindList( Menu2, [ message ]) != -1 ) {
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
                Input += message;
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
 
            } else if( message == "-" ) {
                InvertSign();
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );
 
            } else if( message == "enter" ) {    //terminate input from menu2
                string CalcChan = Input;
 
            //Apply ShapeGen compatibility?
            if(SGCompatible) {
                    //new assign channel number, forcing last 4 digits to 0000
                integer ChanSize = llStringLength(Input); //determine number of digits (chars)
                if(ChanSize > 5) {
                    CalcChan = llGetSubString(Input, 0, 4);    //Shorten to 5 digits
                }
                CalcChan += "0000"; //append 0000
                    if(Sign == "-")
                    CalcChan = Sign + CalcChan;
            }
            PRIMCHAN = (integer)CalcChan; //assign channel number
            llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            }
 
        } else {
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
    }
}
 
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
Line 184: Line 323:
         llResetScript();
         llResetScript();
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     state_entry () {
     state_entry () {
        //Determine the creator UUID
        if(creatorUUID == "") creatorUUID = llGetCreator();
         //Use which menu?
         //Use which menu?
         if ( llGetCreator() == llGetOwner() && limitedOptions) {
         if (creatorUUID == llGetOwner() || fullOptions) {
             //Display all options
             //Display all options
             optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
             optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
             title = optRecord + descRecord;
             title = optRecord + descRecord;
             title += optReset + descReset;
             title += optReset + descReset;
Line 197: Line 339:
             title += optClean + descClean;
             title += optClean + descClean;
             title += optDone + descDone;
             title += optDone + descDone;
            title += optChannel + descChannel;
 
         } else {
         } else {
             //Display limited options
             //Display limited options
             optionlist = [optBuild, optPos, optDone];
             if(allowClean) {
             title = optBuild + descBuild;
                optionlist = [optBuild, optPos, optClean, optDone];
            title += optPos + descPos;
                title = optBuild + descBuild;
            title += optDone + descDone;
                title += optPos + descPos;
                title += optClean + descClean;
                title += optDone + descDone;
             } else {
                optionlist = [optBuild, optPos, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optDone + descDone;
            }
         }
         }
 
         //Record our position
         //Record our position
         vLastPos = llGetPos();
         vLastPos = llGetPos();
         rLastRot = llGetRot();
         rLastRot = llGetRot();
 
         llSetTimerEvent(fTimerRate);
         llSetTimerEvent(fTimerRate);
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     touch_start (integer total_number) {
     touch_start (integer total_number) {
Line 222: Line 373:
             iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
             iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
             MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
             MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU2_CHANNEL = MENU_CHANNEL + 1;
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
             MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
             llDialog(agent, title, optionlist, MENU_CHANNEL);
             MENU2_HANDLE = llListen(MENU2_CHANNEL,"","","");
            if ( creatorUUID == llGetOwner() || fullOptions) {
                llDialog(agent,title + "Now on Channel " + (string)PRIMCHAN, optionlist, MENU_CHANNEL); //display channel number if authorized
            } else {
                llDialog(agent, title, optionlist, MENU_CHANNEL);
            }
             //timer_on();
             //timer_on();
         }
         }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     listen(integer channel, string name, key id, string message) {
     listen(integer channel, string name, key id, string message) {
        if ( message == optRecord ) {
    heard(channel, name, id, message);
            llOwnerSay("Recording positions...");
    return;
            llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     moving_start()
     moving_start()
Line 275: Line 401:
         }
         }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     object_rez(key id) {
     object_rez(key id) {
         //The object rezzed, perform any post-rez processing
         //The object rezzed, perform any post-rez processing
         post_rez_object();
         post_rez_object();
 
         //Move on to the next object
         //Rezzing it all before moving?
        //Loop through backwards (safety precaution in case of inventory change)
        if(bulkBuild) {
        iRezIndex--;
            //Move on to the next object
        if(iRezIndex >= 0) {
            //Loop through backwards (safety precaution in case of inventory change)
            //Attempt to rez it
            iRezIndex--;
            rez_object();
            if(iRezIndex >= 0) {
                //Attempt to rez it
        } else {
                rez_object();
            //Rezzing complete, now positioning
 
            iLastRez = 0;
            } else {
            bRezzing = FALSE;
                //Rezzing complete, now positioning
            if(chatty) llOwnerSay("Positioning");
                iLastRez = 0;
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
                bRezzing = FALSE;
                if(chatty) llOwnerSay("Positioning");
                llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
         }
         }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     timer() {
     timer() {
Line 306: Line 435:
             }
             }
         }
         }
 
         //Are we rezzing?
         //Are we rezzing?
         if(bRezzing) {
         if(bRezzing) {
Line 316: Line 445:
             }
             }
         }
         }
 
         //Open listener?
         //Open listener?
         if( iListenTimeout != 0 )
         if( iListenTimeout != 0 )
Line 328: Line 457:
         }
         }
     }
     }
 
     ///////////////////////////////////////////////////////////////////////////////
     ///////////////////////////////////////////////////////////////////////////////
     on_rez(integer iStart)
     on_rez(integer iStart)
Line 337: Line 466:
}
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}
</syntaxhighlight>
== The Component Script ==
<syntaxhighlight lang="lsl2">
///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.9 (Component Pieces)
// by Newfie Pendragon, March 2006
//
//
// This script is distributed with permission that it may be used in
// Script Purpose & Use
// any way, or may be further modified/included in resale items.
// Functions are dependent on the "component script"
// HOWEVER, if this script is used as part of a for-sale product,
// it is required that appropriate credit be given to Newfie for
// the script (or portions used in derivatives).  That's a fair price
// in exchange for unlimited use of this script, dontcha think?
//
//  SL Forum thread and new versions found here:
//  http://forums.secondlife.com/showthread.php?t=96792
///////////////////////////////////////////////////////////////////////////////
// INSTRUCTIONS
//  This is the *Component Piece* half of the Builders' Buddy system.
//  Drop it into each 'piece' of the building.  Drop the Base Prim Script
// into the prim  that will be the container/box that will be used to
//  store the building once completed.  It can be in each individual
//  prim, but if you link as much as possible (and put the script in the link
//  set), it'll be much more neighbourly and less strain on the sim.
//
//
// QUICK USE:
// QUICK USE:
// - Drop this script in the Base.
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
// - Touch your base and choose BUILD
//
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// History
// This script is copyrighted material, and has a few (minor) restrictions.
//
// For complete details, including a revision history, please see
// v1.0 - 20060328 - Newfie Pendragon - Original Version
// http://wiki.secondlife.com/wiki/Builders_Buddy
// v1.5 - 20060612 - Androclese Antonelli
//        - (See base script for details)
// v1.6 - 20060624 - Newfie Pendragon
//     - Added active repositioning (pieces move as the base piece moves)
//     - Pieces use WarpPos technique to instantanetly move large distances
//       - Pieces no longer move until the the "Record" option has been used
//        at least once
//      - Pieces will not move if base is not same owner as the pieces
//      - Pieces no longer 'bounce' when hitting the ground
// v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
// v1.9 - 20070630 - Added check to keep within sim edges
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
 
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
// Configurable Settings
float fTimerInterval = 0.25;     // Time in seconds between movement 'ticks'
float fTimerInterval = 0.25;       // Time in seconds between movement 'ticks'
integer PRIMCHAN = -19730611;   // Channel used by Base Prim to talk to Component Prims;
integer DefaultChannel = -192567; // Andromeda Quonset's default channel
                                // ***THIS MUST MATCH IN BOTH SCRIPTS!***
integer PRIMCHAN = DefaultChannel; // Channel used by Base Prim to talk to Component Prims;
                                    // ***THIS MUST MATCH IN BOTH SCRIPTS!***
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
// Runtime Variables (Dont need to change below here unless making a derivative)
Line 397: Line 523:
vector vDestPos;
vector vDestPos;
rotation rDestRot;
rotation rDestRot;
integer bMovingSingle = FALSE;
integer bAbsolute = FALSE;
integer bRecorded = FALSE;
integer bRecorded = FALSE;
 
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
string first_word(string In_String, string Token)
Line 408: Line 536:
     if(Token == "") Token = " ";
     if(Token == "") Token = " ";
     integer pos = llSubStringIndex(In_String, Token);
     integer pos = llSubStringIndex(In_String, Token);
 
     //Found it?
     //Found it?
     if( pos >= 1 )
     if( pos >= 1 )
Line 415: Line 543:
         return In_String;
         return In_String;
}
}
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
string other_words(string In_String, string Token)
{
{
     //This routine searches for the other-than-first words in a string,
     //This routine searches for the other-than-first words in a string,
     // and returns it. If no word boundary found, returns
     // and returns it. If no word boundary found, returns
     // the an empty string.
     // an empty string.
     if( Token == "" ) Token = " ";
     if( Token == "" ) Token = " ";
 
     integer pos = llSubStringIndex(In_String, Token);
     integer pos = llSubStringIndex(In_String, Token);
 
     //Found it?
     //Found it?
     if( pos >= 1 )
     if( pos >= 1 )
Line 432: Line 560:
         return "";
         return "";
}
}
 
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
do_move()
do_move()
Line 441: Line 569:
     {
     {
         list lParams = [];
         list lParams = [];
 
         //If we're not there....
         //If we're not there....
         if( llGetPos() != vDestPos )
         if( llGetPos() != vDestPos )
Line 457: Line 585:
             }
             }
         }
         }
 
         //Try to move to destination
         //Try to move to destination
         //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
         //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
Line 470: Line 598:
         i++;
         i++;
     }
     }
 
     //Set rotation
     //Set rotation
     llSetRot(rDestRot);
     llSetRot(rDestRot);
}
}
 
start_move(string sText, key kID)
{
    //Don't move if we've not yet recorded a position
    if( !bRecorded ) return;
 
    //Also ignore commands from bases with a different owner than us
    //(Anti-hacking measure)
    if( llGetOwner() != llGetOwnerKey(kID) ) return;
 
 
    //Calculate our destination position relative to base?
    if(!bAbsolute) {
        //Relative position
        //Calculate our destination position
        sText = other_words(sText, " ");
        list lParams = llParseString2List(sText, [ "|" ], []);
        vector vBase = (vector)llList2String(lParams, 0);
        rotation rBase = (rotation)llList2String(lParams, 1);
 
        vDestPos = (vOffset * rBase) + vBase;
        rDestRot = rRotation * rBase;
    } else {
        //Sim position
        vDestPos = vOffset;
        rDestRot = rRotation;
    }
 
    //Make sure our calculated position is within the sim
    if(vDestPos.x < 0.0) vDestPos.x = 0.0;
    if(vDestPos.x > 255.0) vDestPos.x = 255.0;
    if(vDestPos.y < 0.0) vDestPos.y = 0.0;
    if(vDestPos.y > 255.0) vDestPos.y = 255.0;
    if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;
 
    //Turn on our timer to perform the move?
    if( !bNeedMove )
    {
        llSetTimerEvent(fTimerInterval);
        bNeedMove = TRUE;
    }
    return;
}
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
Line 486: Line 656:
         //Open up the listener
         //Open up the listener
         llListen(PRIMCHAN, "", NULL_KEY, "");
         llListen(PRIMCHAN, "", NULL_KEY, "");
        llRegionSay(PRIMCHAN, "READYTOPOS");
     }
     }
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     on_rez(integer iStart)
     on_rez(integer iStart)
Line 498: Line 669:
         }
         }
     }
     }
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     listen(integer iChan, string sName, key kID, string sText)
     listen(integer iChan, string sName, key kID, string sText)
     {
     {
         string sCmd = llToUpper(first_word(sText, " "));
         string sCmd = llToUpper(first_word(sText, " "));
 
         if( sCmd == "RECORD" )
         if( sCmd == "RECORD" )
         {
         {
            //Record position relative to base prim
             sText = other_words(sText, " ");
             sText = other_words(sText, " ");
             list lParams = llParseString2List(sText, [ "|" ], []);
             list lParams = llParseString2List(sText, [ "|" ], []);
             vector vBase = (vector)llList2String(lParams, 0);
             vector vBase = (vector)llList2String(lParams, 0);
             rotation rBase = (rotation)llList2String(lParams, 1);
             rotation rBase = (rotation)llList2String(lParams, 1);
 
             vOffset = (llGetPos() - vBase) / rBase;
             vOffset = (llGetPos() - vBase) / rBase;
             rRotation = llGetRot() / rBase;
             rRotation = llGetRot() / rBase;
            bAbsolute = FALSE;
             bRecorded = TRUE;
             bRecorded = TRUE;
             llOwnerSay("Recorded position.");
             llOwnerSay("Recorded position.");
             return;
             return;
         }
         }
 
        if( sCmd == "RECORDABS" )
        {
            //Record absolute position
            rRotation = llGetRot();
            vOffset = llGetPos();
            bAbsolute = TRUE;
            bRecorded = TRUE;
            llOwnerSay("Recorded sim position.");
            return;
        }
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "MOVE" )
         if( sCmd == "MOVE" )
         {
         {
             //Don't move if we've not yet recorded a position
             start_move(sText, kID);
            if( !bRecorded ) return;
             return;
        }
             //Also ignore commands from bases with a different owner than us
 
            //(Anti-hacking measure)
        if( sCmd == "MOVESINGLE" )
            if( llGetOwner() != llGetOwnerKey(kID) ) return;
        {
             //If we haven't gotten this before, position ourselves
             if(!bMovingSingle) {
            //Calculate our destination position
                //Record that we are a single-prim move
            sText = other_words(sText, " ");
                bMovingSingle = TRUE;
            list lParams = llParseString2List(sText, [ "|" ], []);
 
            vector vBase = (vector)llList2String(lParams, 0);
                //Now move it
            rotation rBase = (rotation)llList2String(lParams, 1);
                 start_move(sText, kID);
                 return;
             //Calculate our destination position
             vDestPos = (vOffset * rBase) + vBase;
            rDestRot = rRotation * rBase;
            //Make sure our calculated position is within the sim
            if(vDestPos.x < 0.0) vDestPos.x = 0.0;
            if(vDestPos.x > 255.0) vDestPos.x = 255.0;
            if(vDestPos.y < 0.0) vDestPos.y = 0.0;
            if(vDestPos.y > 255.0) vDestPos.y = 255.0;
            if(vDestPos.x > 768.0) vDestPos.x = 768.0;
            //Turn on our timer to perform the move?
            if( !bNeedMove )
            {
                 llSetTimerEvent(fTimerInterval);
                 bNeedMove = TRUE;
             }
             }
            return;
         }
         }
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "DONE" )
         if( sCmd == "DONE" )
Line 562: Line 729:
             return;
             return;
         }
         }
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "CLEAN" )
         if( sCmd == "CLEAN" )
Line 570: Line 737:
             return;
             return;
         }
         }
 
         //////////////////////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////////////////////
         if( sCmd == "RESET" )
         if( sCmd == "RESET" )
Line 577: Line 744:
         }
         }
     }
     }
 
     //////////////////////////////////////////////////////////////////////////////////////////
     //////////////////////////////////////////////////////////////////////////////////////////
     timer()
     timer()
Line 583: Line 750:
         //Turn ourselves off
         //Turn ourselves off
         llSetTimerEvent(0.0);
         llSetTimerEvent(0.0);
 
         //Do we need to move?
         //Do we need to move?
         if( bNeedMove )
         if( bNeedMove )
Line 589: Line 756:
             //Perform the move and clean up
             //Perform the move and clean up
             do_move();
             do_move();
            //If single-prim move, announce to base we're done
            if(bMovingSingle) {
                llRegionSay(PRIMCHAN, "ATDEST");
            }
            //Done moving
             bNeedMove = FALSE;
             bNeedMove = FALSE;
         }
         }
Line 594: Line 768:
     }
     }
}
}
 
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
Line 606: Line 781:
     }
     }
}
}
</syntaxhighlight>
== Change Log ==
* v1.0 - March 28, 2006 - Newfie Pendragon
** Original Version
----
* v1.1 - March 31, 2006 - Kalidor Lazarno
** Added a Dialog Engine to the base script
----
* v1.5 - June 12, 2006 - Androclese Antonelli
** Base Script:
*** Added a random number generator to the dialog engine to eliminate problems with multiple BB boxes cross-talking
*** Added a timer to the listen command to put it asleep after 10sec.
*** Added a Menu Description
*** Added a "creator" flag so the owner could use the same object with full menu options and only a single flag change
*** Added an "ingroup" flag to enable/disable the same group use function
*** Non-Admin usage cleans the inventory items as they spawn
----
* v1.6 - 20060624 - Newfie Pendragon
** Base Script:
*** Added active repositioning (building moves as the base piece moves)
*** Added "Reset" Option to unlink parts from base temporarily
*** Modified creator flag to automatically set based if owner is creator
*** Minor changes to improve code readability (for those learning LSL)
** Component Script:
*** Added active repositioning (pieces move as the base piece moves)
*** Pieces use WarpPos technique to instantanetly move large distances
*** Pieces no longer move until the the "Record" option has been used at least once
*** Pieces will not move if base is not same owner as the pieces
*** Pieces no longer 'bounce' when hitting the ground
----
* v1.7  - August 21, 2006
** Component Script:
*** Correction for non-zero rotation (thanks Ed44 Gupta!)
----
* v1.8 - 20070429 - Newfie Pendragon
** Base Script:
*** Added a variable to allow a user to tweak how long a listener is open, and changed the default to 30 seconds.
----
* v1.9 - 20070630 - Newfie Pendragon
** Base Script:
*** Changed to use llRegionSay - no more 96m max distance (same sim)
*** Changed rez sequence to be less affected by lag/gray goo fence
*** Timer always on, less code/more reliable
** Component Script:
***Added check to keep within sim edges
----
* v1.10 - February 9, 2008
** Base Script:
*** New setting '''creatorUUID''' - allows user to explicitly state creator of object, in case it differs from base prim
*** New setting '''deleteOnRez''' - Determines if script is to delete building prims from inventory as they are rezzed (setting to FALSE means building can be rezzed multiple times)
*** New setting '''allowClean''' - Determines if end user can use the 'CLEAN' menu option
*** New setting '''dieOnClean''' - Include base prim when cleaning
*** New setting '''recordSimLocation''' - when TRUE using 'RECORD' menu option, location is in exact sim coordinates instead of relative to base prim.
*** New setting '''bulkBuild''' - when set to FALSE, will rez/position each prim individually, ala Rez-Faux/etc
*** Bumped lag-wait timeout to 10 seconds (original was 3 seconds, way too short)
*** New setting '''SGCompatible''' - set to TRUE to enable ShapeGen support (see contributions by Andromeda Quonset)
*** Contributions by Huney Jewell:
**** Added configurable constant to determine, which Menu Options will be displayed
**** Menu Option 'Clean' now also deletes the prim which contains this script
*** Contributions by Andromeda Quonset:
**** Added Channel command to dialog box
**** Added second dialog box for inputting channel
**** Added changing to default channel when invoking RECORD function
**** Changed channel assignment on-rez, default channel, so ends with 0000
** Component Script:
*** Added logic to recognize sim-exact vs. relative position recording.
*** Added logic to aid in single prim rez/move feature
{{LSLC|Library}}
{{#vardefine:sort|Builder's Buddy}}

Latest revision as of 22:55, 30 May 2023

This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki. There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc. The component script goes into each linked set that makes up the rest of the large build. In short, only one base script, many component scripts.

The most current "official" version of these scripts is 1.10.


Help Documentation

Complete Step-by-Step help is posted here: Builder's Buddy Help Document . The help document also includes a short quick end-user guide for you to distribute to end-users of your products.


Obligatory Copyright Notice

There are only a few points here:

  • Use this script as you wish, to modify, sell, etc.
  • If you use this script in a for-sale product, please give credit to Newfie Pendragon as the creator of the script.
  • If you wish to modify this script and release the changes for public use, please submit changes to Newfie Pendragon. This is to ensure a consistent version numbering on releases, and to ensure changes are not wiped out in future releases.

The Base Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Base Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////

// Channel used by Base Prim to talk to Component Prims
// This channel must be the same one in the component script
// A negative channel is used because it elimited accidental activations
// by an Avatar talking on obscure channels
integer DefaultPRIMCHAN = -192567;     // Default channel to use
integer PRIMCHAN = DefaultPRIMCHAN;    // Channel used by Base Prim to talk to Component Prims;
                                       // ***THIS MUST MATCH IN BOTH SCRIPTS!***

//The UUID of the creator of the object
//Leave this as "" unless SL displays wrong name in object properties
key creatorUUID = "";

// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = TRUE;

// Set to TRUE to delete piece from inventory when rezzed
// (WARNING) If set to FALSE, user will be able to rez multiple copies
integer deleteOnRez = FALSE;

// Allow non-creator to use CLEAN command?
// (WARNING) If set to TRUE, it is recommended to set
// deleteOnRez to FALSE, or user could lose entire building
integer allowClean = TRUE;

//When user selects CLEAN, delete the base prim too?
integer dieOnClean = FALSE;

// Set to TRUE to record piece's location based on sim
// coordinates instead of relationship to base prim
integer recordSimLocation = FALSE;

// Set to TRUE to rez all building pieces before positioning,
// or FALSE to do (slower?) one at a time
integer bulkBuild = TRUE;

//Set to FALSE if you dont want the script to say anything while 'working'
integer chatty = TRUE;

//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;

//How often (in seconds) to perform any timed checks
float fTimerRate = 0.25;

//How long to sit still before exiting active mode
float fStoppedTime = 30.0;

//SL sometimes blocks rezzing to prevent "gray goo" attacks
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 10;

//Specify which Menu Options will be displayed
//FALSE will restrict full options to creator
//TRUE will offer full options to anyone
integer fullOptions = FALSE;

//Set to TRUE if you want ShapeGen channel support
// (Last 4 digits of channel affected)
integer SGCompatible = FALSE;


///////////////////////////////////////////////////////////////////////////////
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
string Input = "";
string Sign = "+";
string SignInput = " ";
string Caption = "Enter a number, include any leading 0's: ";

///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////

//Name each option-these names will be your button names.
string optRecord = "Record";
string optReset = "Reset";
string optBuild = "Build";
string optPos = "Position";
string optClean = "Clean";
string optDone = "Done";
string optChannel = "Channel";

//Menu option descriptions
string descRecord = ": Record the position of all parts\n";
string descReset = ": Forgets the position of all parts\n";
string descBuild = ": Rez inv. items and position them\n";
string descPos = ": Reposition the parts to a new location\n";
string descClean = ": De-Rez all pieces\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descChannel = ": Change Channel used on base and parts.\n";

integer MENU_CHANNEL;
integer MENU2_CHANNEL;
integer MENU_HANDLE;
integer MENU2_HANDLE;
key agent;
key objectowner;
integer group;
string title = "";
list optionlist = [];
integer bMoving;
vector vLastPos;
rotation rLastRot;
integer bRezzing;
integer iListenTimeout = 0;
integer iLastRez = 0;
integer iRezIndex;


InvertSign()
{
    if(Sign == "+")
        Sign = "-";
    else
        Sign = "+";
}

//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
announce_moved()
{
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime();        //Reset our throttle
    vLastPos = llGetPos();
    rLastRot = llGetRot();
    return;
}


rez_object()
{
    //Rez the object indicated by iRezIndex
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
    iLastRez = llGetUnixTime();

    if(!bRezzing) {
        bRezzing = TRUE;
        //timer_on();
    }
}

post_rez_object()
{
    if ( creatorUUID != llGetOwner() ) {
        if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}

heard(integer channel, string name, key id, string message)
{
    if( channel == PRIMCHAN ) {
        if( message == "READYTOPOS" ) {
            //New prim ready to be positioned
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));

        } else if( message == "ATDEST" ) {
            //Rez the next in the sequence (if any)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
            } else {
                //We are done building, reset our listeners
                iLastRez = 0;
                bRezzing = FALSE;
                state reset_listeners;
            }
        }
        return;

    } else if( channel == MENU_CHANNEL ) {   //Process input from original menu
        if ( message == optRecord ) {
            PRIMCHAN = DefaultPRIMCHAN;
            llOwnerSay("Recording positions...");
            if(recordSimLocation) {
                //Location in sim
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            } else {
                //Location relative to base
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");

            //If rezzing/positioning one at a time, we need
            // to listen for when they've reached their dest
            if(!bulkBuild) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            }

            //Start rezzing, last piece first
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            if(dieOnClean) llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
        if ( message == optChannel ) {
            Sign = "+"; //default is a positive number
            Input = "";
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }

    } else if ( channel == MENU2_CHANNEL ) {    //process input from MENU2
        // if a valid choice was made, implement that choice if possible.
        // (llListFindList returns -1 if Choice is not in the menu list.)
        if ( llListFindList( Menu2, [ message ]) != -1 ) {
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
                Input += message;
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "-" ) {
                InvertSign();
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "enter" ) {     //terminate input from menu2
                string CalcChan = Input;

            	//Apply ShapeGen compatibility?
            	if(SGCompatible) {
                    //new assign channel number, forcing last 4 digits to 0000
                	integer ChanSize = llStringLength(Input); //determine number of digits (chars)
	                if(ChanSize > 5) {
    	                CalcChan = llGetSubString(Input, 0, 4);    //Shorten to 5 digits
        	        }
                	CalcChan += "0000"; //append 0000
                    if(Sign == "-")
	                    CalcChan = Sign + CalcChan;
            	}
            	PRIMCHAN = (integer)CalcChan; //assign channel number
            	llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            }

        } else {
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
    }
}


///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
    ///////////////////////////////////////////////////////////////////////////////
    changed(integer change) {
        if(change & CHANGED_OWNER)
        llResetScript();
    }

    ///////////////////////////////////////////////////////////////////////////////
    state_entry () {
        //Determine the creator UUID
        if(creatorUUID == "") creatorUUID = llGetCreator();

        //Use which menu?
        if (creatorUUID == llGetOwner() || fullOptions) {
            //Display all options
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
            title = optRecord + descRecord;
            title += optReset + descReset;
            title += optBuild + descBuild;
            title += optPos + descPos;
            title += optClean + descClean;
            title += optDone + descDone;
            title += optChannel + descChannel;

        } else {
            //Display limited options
            if(allowClean) {
                optionlist = [optBuild, optPos, optClean, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optClean + descClean;
                title += optDone + descDone;
            } else {
                optionlist = [optBuild, optPos, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optDone + descDone;
            }
        }

        //Record our position
        vLastPos = llGetPos();
        rLastRot = llGetRot();

        llSetTimerEvent(fTimerRate);
    }

    ///////////////////////////////////////////////////////////////////////////////
    touch_start (integer total_number) {
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
        agent = llDetectedKey(0); // Agent's key
        objectowner = llGetOwner(); // objowners key
        // is the Agent = the owner OR is the agent in the owners group
        if ( (objectowner == agent) || ( group && ingroup )  )  {
            iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
            MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU2_CHANNEL = MENU_CHANNEL + 1;
            MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
            MENU2_HANDLE = llListen(MENU2_CHANNEL,"","","");
            if ( creatorUUID == llGetOwner() || fullOptions) {
                llDialog(agent,title + "Now on Channel " + (string)PRIMCHAN, optionlist, MENU_CHANNEL); //display channel number if authorized
            } else {
                llDialog(agent, title, optionlist, MENU_CHANNEL);
            }
            //timer_on();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message) {
    	heard(channel, name, id, message);
    	return;
    }

    ///////////////////////////////////////////////////////////////////////////////
    moving_start()
    {
        if( !bMoving )
        {
            bMoving = TRUE;
            //timer_on();
            announce_moved();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    object_rez(key id) {
        //The object rezzed, perform any post-rez processing
        post_rez_object();

        //Rezzing it all before moving?
        if(bulkBuild) {
            //Move on to the next object
            //Loop through backwards (safety precaution in case of inventory change)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();

            } else {
                //Rezzing complete, now positioning
                iLastRez = 0;
                bRezzing = FALSE;
                if(chatty) llOwnerSay("Positioning");
                llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    timer() {
        //Did we change position/rotation?
        if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
        {
            if( llGetTime() > fTimerRate ) {
                announce_moved();
            }
        }

        //Are we rezzing?
        if(bRezzing) {
            //Did the last one take too long?
            if((llGetUnixTime() - iLastRez) >= iRezWait) {
                //Yes, retry it
                if(chatty) llOwnerSay("Reattempting rez of most recent piece");
                rez_object();
            }
        }

        //Open listener?
        if( iListenTimeout != 0 )
        {
            //Past our close timeout?
            if( iListenTimeout <= llGetUnixTime() )
            {
                iListenTimeout = 0;
                llListenRemove(MENU_HANDLE);
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Reset ourselves
        llResetScript();
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

The Component Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25;        // Time in seconds between movement 'ticks'
integer DefaultChannel = -192567; // Andromeda Quonset's default channel
integer PRIMCHAN = DefaultChannel;  // Channel used by Base Prim to talk to Component Prims;
                                    // ***THIS MUST MATCH IN BOTH SCRIPTS!***

//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
vector vOffset;
rotation rRotation;
integer bNeedMove;
vector vDestPos;
rotation rDestRot;
integer bMovingSingle = FALSE;
integer bAbsolute = FALSE;
integer bRecorded = FALSE;


////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
    //This routine searches for the first word in a string,
    // and returns it.  If no word boundary found, returns
    // the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, 0, pos - 1);
    else
        return In_String;
}

////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
{
    //This routine searches for the other-than-first words in a string,
    // and returns it. If no word boundary found, returns
    // an empty string.
    if( Token == "" ) Token = " ";

    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
    else
        return "";
}

////////////////////////////////////////////////////////////////////////////////
do_move()
{
    integer i = 0;
    vector vLastPos = ZERO_VECTOR;
    while( (i < 5) && (llGetPos() != vDestPos) )
    {
        list lParams = [];

        //If we're not there....
        if( llGetPos() != vDestPos )
        {
            //We may be stuck on the ground...
            //Did we move at all compared to last loop?
            if( llGetPos() == vLastPos )
            {
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                //llSetPos(llGetPos() + <0, 0, 10.0>);
            } else {
                //Record our spot for 'stuck' detection
                vLastPos = llGetPos();
            }
        }

        //Try to move to destination
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        //(Newfie, June 2006)
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
        integer x;
        for( x = 0; x < iHops; x++ ) {
            lParams += [ PRIM_POSITION, vDestPos ];
        }
        llSetPrimitiveParams(lParams);
        //llSleep(0.1);
        i++;
    }

    //Set rotation
    llSetRot(rDestRot);
}

start_move(string sText, key kID)
{
    //Don't move if we've not yet recorded a position
    if( !bRecorded ) return;

    //Also ignore commands from bases with a different owner than us
    //(Anti-hacking measure)
    if( llGetOwner() != llGetOwnerKey(kID) ) return;


    //Calculate our destination position relative to base?
    if(!bAbsolute) {
        //Relative position
        //Calculate our destination position
        sText = other_words(sText, " ");
        list lParams = llParseString2List(sText, [ "|" ], []);
        vector vBase = (vector)llList2String(lParams, 0);
        rotation rBase = (rotation)llList2String(lParams, 1);

        vDestPos = (vOffset * rBase) + vBase;
        rDestRot = rRotation * rBase;
    } else {
        //Sim position
        vDestPos = vOffset;
        rDestRot = rRotation;
    }

    //Make sure our calculated position is within the sim
    if(vDestPos.x < 0.0) vDestPos.x = 0.0;
    if(vDestPos.x > 255.0) vDestPos.x = 255.0;
    if(vDestPos.y < 0.0) vDestPos.y = 0.0;
    if(vDestPos.y > 255.0) vDestPos.y = 255.0;
    if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;

    //Turn on our timer to perform the move?
    if( !bNeedMove )
    {
        llSetTimerEvent(fTimerInterval);
        bNeedMove = TRUE;
    }
    return;
}

//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        //Open up the listener
        llListen(PRIMCHAN, "", NULL_KEY, "");
        llRegionSay(PRIMCHAN, "READYTOPOS");
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Set the channel to what's specified
        if( iStart != 0 )
        {
            PRIMCHAN = iStart;
            state reset_listeners;
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    listen(integer iChan, string sName, key kID, string sText)
    {
        string sCmd = llToUpper(first_word(sText, " "));

        if( sCmd == "RECORD" )
        {
            //Record position relative to base prim
            sText = other_words(sText, " ");
            list lParams = llParseString2List(sText, [ "|" ], []);
            vector vBase = (vector)llList2String(lParams, 0);
            rotation rBase = (rotation)llList2String(lParams, 1);

            vOffset = (llGetPos() - vBase) / rBase;
            rRotation = llGetRot() / rBase;
            bAbsolute = FALSE;
            bRecorded = TRUE;
            llOwnerSay("Recorded position.");
            return;
        }

        if( sCmd == "RECORDABS" )
        {
            //Record absolute position
            rRotation = llGetRot();
            vOffset = llGetPos();
            bAbsolute = TRUE;
            bRecorded = TRUE;
            llOwnerSay("Recorded sim position.");
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "MOVE" )
        {
            start_move(sText, kID);
            return;
        }

        if( sCmd == "MOVESINGLE" )
        {
            //If we haven't gotten this before, position ourselves
            if(!bMovingSingle) {
                //Record that we are a single-prim move
                bMovingSingle = TRUE;

                //Now move it
                start_move(sText, kID);
                return;
            }
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "DONE" )
        {
            //We are done, remove script
            llRemoveInventory(llGetScriptName());
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "CLEAN" )
        {
            //Clean up
            llDie();
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RESET" )
        {
            llResetScript();
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Turn ourselves off
        llSetTimerEvent(0.0);

        //Do we need to move?
        if( bNeedMove )
        {
            //Perform the move and clean up
            do_move();

            //If single-prim move, announce to base we're done
            if(bMovingSingle) {
                llRegionSay(PRIMCHAN, "ATDEST");
            }

            //Done moving
            bNeedMove = FALSE;
        }
        return;
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

Change Log

  • v1.0 - March 28, 2006 - Newfie Pendragon
    • Original Version

  • v1.1 - March 31, 2006 - Kalidor Lazarno
    • Added a Dialog Engine to the base script

  • v1.5 - June 12, 2006 - Androclese Antonelli
    • Base Script:
      • Added a random number generator to the dialog engine to eliminate problems with multiple BB boxes cross-talking
      • Added a timer to the listen command to put it asleep after 10sec.
      • Added a Menu Description
      • Added a "creator" flag so the owner could use the same object with full menu options and only a single flag change
      • Added an "ingroup" flag to enable/disable the same group use function
      • Non-Admin usage cleans the inventory items as they spawn

  • v1.6 - 20060624 - Newfie Pendragon
    • Base Script:
      • Added active repositioning (building moves as the base piece moves)
      • Added "Reset" Option to unlink parts from base temporarily
      • Modified creator flag to automatically set based if owner is creator
      • Minor changes to improve code readability (for those learning LSL)
    • Component Script:
      • Added active repositioning (pieces move as the base piece moves)
      • Pieces use WarpPos technique to instantanetly move large distances
      • Pieces no longer move until the the "Record" option has been used at least once
      • Pieces will not move if base is not same owner as the pieces
      • Pieces no longer 'bounce' when hitting the ground

  • v1.7 - August 21, 2006
    • Component Script:
      • Correction for non-zero rotation (thanks Ed44 Gupta!)

  • v1.8 - 20070429 - Newfie Pendragon
    • Base Script:
      • Added a variable to allow a user to tweak how long a listener is open, and changed the default to 30 seconds.

  • v1.9 - 20070630 - Newfie Pendragon
    • Base Script:
      • Changed to use llRegionSay - no more 96m max distance (same sim)
      • Changed rez sequence to be less affected by lag/gray goo fence
      • Timer always on, less code/more reliable
    • Component Script:
      • Added check to keep within sim edges

  • v1.10 - February 9, 2008
    • Base Script:
      • New setting creatorUUID - allows user to explicitly state creator of object, in case it differs from base prim
      • New setting deleteOnRez - Determines if script is to delete building prims from inventory as they are rezzed (setting to FALSE means building can be rezzed multiple times)
      • New setting allowClean - Determines if end user can use the 'CLEAN' menu option
      • New setting dieOnClean - Include base prim when cleaning
      • New setting recordSimLocation - when TRUE using 'RECORD' menu option, location is in exact sim coordinates instead of relative to base prim.
      • New setting bulkBuild - when set to FALSE, will rez/position each prim individually, ala Rez-Faux/etc
      • Bumped lag-wait timeout to 10 seconds (original was 3 seconds, way too short)
      • New setting SGCompatible - set to TRUE to enable ShapeGen support (see contributions by Andromeda Quonset)
      • Contributions by Huney Jewell:
        • Added configurable constant to determine, which Menu Options will be displayed
        • Menu Option 'Clean' now also deletes the prim which contains this script
      • Contributions by Andromeda Quonset:
        • Added Channel command to dialog box
        • Added second dialog box for inputting channel
        • Added changing to default channel when invoking RECORD function
        • Changed channel assignment on-rez, default channel, so ends with 0000
    • Component Script:
      • Added logic to recognize sim-exact vs. relative position recording.
      • Added logic to aid in single prim rez/move feature