Difference between revisions of "Gun Script"

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(corrected definition of permFlags. The definition now done in on_rez cannot be done in the global area)
m (Replaced <source> with <syntaxhighlight>, placed it in the correct category etc.)
 
(5 intermediate revisions by 3 users not shown)
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Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used were you can rez and run scripts.    Someone simplified this without saying so  and it doesn't work  i'm  looking for why.
{{LSL Header}}
Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used where you can rez and run scripts.    Corrected and improved.


<lsl>
<syntaxhighlight lang="lsl2">
float bulletVelocity = 15.0;
float   gVelocity  = 15.0;
float pauseBetweenShots = 0.30;
float   gReloadTime = 0.30;
string shootingSound = "gun";
string gShootSound = "gun";
string shootingAnimation = "hold_R_bazooka";
string gShootAnimation = "hold_R_bazooka";
string inventoryItemWhichIsBullet = "bullet 1.0";
string gBullet = "bullet 1.0";
integer permFlags;
integer gPermFlags;


default
default
{
{
     on_rez(integer start_param)
     state_entry()
     {
     {
         permFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_ATTACH | PERMISSION_TRACK_CAMERA;
         //  sanity check
        llOwnerSay("Attach me to your right hand, and enter mouselook to fire!");
        if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {
         llPreloadSound(gunsound);
            llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
        llResetScript();
            return;
        }
        gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
         if ( llGetAttached() )
            llRequestPermissions(llGetOwner(), gPermFlags);
     }
     }


     attach(key id)
     attach(key id)
     {
     {
        key owner = llGetOwner();
         if (id)
 
             llRequestPermissions(id, gPermFlags);
         if (id == owner)
         else
             llRequestPermissions(owner, permFlags);
 
         else if (id == NULL_KEY)
         {
         {
             llStopAnimation(shootingAnimation);
             llStopAnimation(gShootAnimation);
             llReleaseControls();
             llReleaseControls();
         }
         }
Line 35: Line 38:
     changed(integer change)
     changed(integer change)
     {
     {
         if (change & (CHANGED_OWNER | CHANGED_INVENTORY))
         if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
             llResetScript();
             llResetScript();
    }
    state_entry()
    {
        key owner = llGetOwner();
        llRequestPermissions(owner, permFlags);
     }
     }


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


     control(key owner, integer level, integer edge)
     control(key id, integer held, integer change)
     {
     {
        vector cameraPos = llGetCameraPos();
         rotation Rot = llGetCameraRot();
         rotation cameraRot = llGetCameraRot();
         if ( held & change & CONTROL_ML_LBUTTON)
 
         if ((level & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON)
         {
         {
             if ((edge & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON)
             if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
            {
                 llPlaySound(gShootSound, 1.0);
            //  play sound at max volume
                 llPlaySound(shootingSound, (float)TRUE);
            llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
 
            llSleep(gReloadTime);
                llRezAtRoot(inventoryItemWhichIsBullet,
                    cameraPos + <1.5, 0.0, 0.0>*cameraRot, bulletVelocity*llRot2Fwd(cameraRot), cameraRot, 10);
 
                llSleep(pauseBetweenShots);
            }
         }
         }
     }
     }
}
}
</lsl>
</syntaxhighlight>
[[Category:LSL Library]]

Latest revision as of 03:40, 6 December 2023

Uses tons of useful functions and a great example for those starting out. I've had tons of fun with this and all its variants i've made in my time here in Second Life. Obviously only can be used where you can rez and run scripts. Corrected and improved.

float   gVelocity   = 15.0;
float   gReloadTime = 0.30;
string  gShootSound = "gun";
string  gShootAnimation = "hold_R_bazooka";
string  gBullet = "bullet 1.0";
integer gPermFlags;

default
{
    state_entry()
    {
        //  sanity check
        if (llGetInventoryType(gBullet) != INVENTORY_OBJECT) {
            llOwnerSay("This needs a physical object called " + gBullet + " in it to work");
            return;
        }
        gPermFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_TRACK_CAMERA;
 
        if ( llGetAttached() )
            llRequestPermissions(llGetOwner(), gPermFlags);
    }

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

    changed(integer change)
    {
        if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
            llResetScript();
    }

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

    control(key id, integer held, integer change)
    {
        rotation Rot = llGetCameraRot();
        if ( held & change & CONTROL_ML_LBUTTON)
        {
            if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
                llPlaySound(gShootSound, 1.0);
 
            llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
            llSleep(gReloadTime);
        }
    }
}