Difference between revisions of "Two Avatars on single prim"
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DISCLAIMER: Do note, that in a linkset other child prims may move if you are not careful when setting this up | DISCLAIMER: Do note, that in a linkset other child prims may move if you are not careful when setting this up. That means you have to tell the script how many prims is normal for your linkset | ||
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lastnum=llGetNumberOfPrims(); | lastnum=llGetNumberOfPrims(); | ||
originalprims=llGetNumberOfPrims(); | originalprims=llGetNumberOfPrims(); // you can set this value to your unsitted object | ||
llSetCameraEyeOffset(<-1, 0, 1> * <0.0, 0.0, 0.0, 0.0>); | llSetCameraEyeOffset(<-1, 0, 1> * <0.0, 0.0, 0.0, 0.0>); | ||
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if (num > originalprims) // New avatar sitting down | if (num > originalprims) // New avatar sitting down | ||
{ | { | ||
if (num > originalprims && num < originalprims + 2) // 1st avatar sitting | if (num > originalprims && num < (originalprims + 2)) // 1st avatar sitting | ||
{ | { | ||
firstnum = llGetNumberOfPrims(); | firstnum = llGetNumberOfPrims(); | ||
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if ( num > originalprims + 1 )// second avatar sitting | if ( num > (originalprims + 1) )// second avatar sitting | ||
{ | { | ||
secondnum = num; | secondnum = num; |
Revision as of 07:14, 5 October 2013
Ever wondered how to make two or more avatars to sit on single prim, to save prim amount on a furniture?
You need two kinds of scripts; the master (which calculates avatars sitting down and standing up) and a slave script for each additional avatar.
This is a modification of Pale Janus's script, originally posted here: OsGrid
DISCLAIMER: Do note, that in a linkset other child prims may move if you are not careful when setting this up. That means you have to tell the script how many prims is normal for your linkset
Here are the basic scripts: modified for two avatars on single prim
MASTER <lsl> integer lastnum; key firstavatar; key secondavatar; string animation; integer num; integer firstnum; integer secondnum; integer originalprims;
//NOTE: An avatar is a CHILD prim, if you wish to move it after it has sat down, you need to know what her prim number is and use llSetLinkPrimitiveParamsFast to move her // October 5th 2013 Pale Janus & Cay Trudeau
default {
on_rez(integer flag) { do { llResetScript(); } while (TRUE); }
state_entry() { animation = llGetInventoryName(INVENTORY_ANIMATION,0); llSitTarget(<1,1,1>, llEuler2Rot( <0 * DEG_TO_RAD, 0 * DEG_TO_RAD, 0 * DEG_TO_RAD> ) ); // there has to be something as sit target here, or else llSetLinkPrimitiveParamsFast fails llSetSitText("Sit"); llSetClickAction(CLICK_ACTION_SIT); lastnum=llGetNumberOfPrims(); originalprims=llGetNumberOfPrims(); // you can set this value to your unsitted object llSetCameraEyeOffset(<-1, 0, 1> * <0.0, 0.0, 0.0, 0.0>); llSetCameraAtOffset(<3, 0, 1> * <0.0, 0.0, 0.0, 0.0>); }
changed(integer change) { if ( change & CHANGED_REGION_START) do { llResetScript(); } while (TRUE);
if (change & CHANGED_LINK) { num = llGetNumberOfPrims(); // Below is where all the magic happens if (num > originalprims) // New avatar sitting down { if (num > originalprims && num < (originalprims + 2)) // 1st avatar sitting { firstnum = llGetNumberOfPrims(); firstavatar = llGetLinkKey(firstnum); //the avatar's UUID (cannot use llGetKey(llAvatarOnSitTarget) bc two avatars) llRequestPermissions(firstavatar,PERMISSION_TRIGGER_ANIMATION); //This is where we determine the avatar's sitting position llSetLinkPrimitiveParamsFast(firstnum,[PRIM_POS_LOCAL,<0.0, -0.8, 0.2>,PRIM_ROT_LOCAL,ZERO_ROTATION]); // < -front + back , -right + left, -down + up > llSitTarget(ZERO_VECTOR,ZERO_ROTATION); //releasing the sit target for next avatar lastnum = firstnum; }//1st avatar sitting end if ( num > (originalprims + 1) )// second avatar sitting { secondnum = num; lastnum = secondnum; // Cay added this llMessageLinked(LINK_THIS,200,(string)secondnum,""); //sends key }//second avatar sitting end } // (num > originalprims && num < originalprims + 2) end else if (num < lastnum) //standing up ( I think this requires change upon the lastnum when the avatar sits, although it is mentioned at the bottom { llStopAnimation(animation);
if ( num > originalprims && num < originalprims + 2 ) { llSitTarget(<0.8, -1.05, -0.2>, llEuler2Rot( <0 * DEG_TO_RAD, 0 * DEG_TO_RAD, 0 * DEG_TO_RAD> ) );
// llMessageLinked(LINK_THIS,1111,"whostoodup",""); //This is a hint for how to make an edition for multiple avatars ;) 1111 being a channel to all slaves } } lastnum = num; } }
run_time_permissions(integer perm) { if (perm == PERMISSION_TRIGGER_ANIMATION ) { llStopAnimation("sit"); llSleep(0.1); llStartAnimation(animation); } }
}//state default
</lsl>
SLAVE <lsl>
integer lastnum;
integer avatarcount = 0; key coavatar; string animation; string whostoodup;
key secondavatar;
// October 5th 2013 Pale Janus & Cay Trudeau
integer secondnum;
default {
on_rez(integer flag) { do { llResetScript(); } while (TRUE); }
state_entry() { llSitTarget(<1,1,1>, llEuler2Rot( <0 * DEG_TO_RAD, 0 * DEG_TO_RAD, 0 * DEG_TO_RAD> ) ); // there has to be something as sit target here, or else llSetLinkPrimitiveParamsFast fails animation = llGetInventoryName(INVENTORY_ANIMATION,0); lastnum=llGetNumberOfPrims(); }
link_message(integer sender, integer num, string str, key id) { if(num == 1111) //someone just stood up { whostoodup = str; }
if(num == 200) //received 2nd avatar key
// when making multiple avatar scipring, a new slave will have different num, fe. third script would have num == 300 a fourth num ==400 etc.
{ secondnum = (integer)str; secondavatar = llGetLinkKey(secondnum); llRequestPermissions(secondavatar,PERMISSION_TRIGGER_ANIMATION); //This is where we determine the avatar's sitting position llSetLinkPrimitiveParamsFast(secondnum,[PRIM_POS_LOCAL,<0.0, 0.8, 0.2>,PRIM_ROT_LOCAL,ZERO_ROTATION]); // < -front + back , -right + left, -down + up > llSitTarget(ZERO_VECTOR,ZERO_ROTATION); //releasing the sit target for next avatar // llMessageLinked(LINK_THIS,300,"2nd avatar sat down",""); // We message the third script }//200 }
run_time_permissions(integer perm) { if (perm == PERMISSION_TRIGGER_ANIMATION) { llStopAnimation("sit"); llSleep(0.1); llStartAnimation(animation); }
}
} </lsl>