Difference between revisions of "Hello Avatar"

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== Hello Avatar Script ==
== Hello Avatar Script ==


When you create an object, there is already a script written as default.
Create a new object and go to edit window.
Select contents tab and click on “New Script” button to create a new script.
 
Double-click on “New Script” you just created.
Script editing window opens and there is already a script written in it.


<lsl>
<lsl>
Line 20: Line 24:
</lsl>
</lsl>


To activate this script, click on “Save” or “Reset” button.
To activate this script, click on “Reset” button.
 
Then the message; “Hello, Avatar!” will appear in your chat window.
Then the message; “Hello, Avatar!” will appear in your chat window.
If you touch the object, it will say “Touched”.
If you touch the object, it will say “Touched”.

Revision as of 22:17, 5 February 2008

Hello Avatar Script

Create a new object and go to edit window. Select contents tab and click on “New Script” button to create a new script.

Double-click on “New Script” you just created. Script editing window opens and there is already a script written in it.

<lsl> default {

   state_entry()
   {
       llSay(0, "Hello, Avatar!");
   }
   touch_start(integer total_number)
   {
       llSay(0, "Touched.");
   }

} </lsl>

To activate this script, click on “Reset” button. Then the message; “Hello, Avatar!” will appear in your chat window. If you touch the object, it will say “Touched”.

How To Try New Lines of Code

To create your first copy of this script, you're supposed to find the New Script button in the Content tab (beside the General, Object, Features, and Texture tabs). Then you're supposed to notice that you can edit this script and click the Save button repeatedly to try out new code.

For example, you might try:

<lsl> default {

   state_entry()
   {
       llSetText("look at me blue", <0.0, 0.0, 1.0>, 1.0);
       llOwnerSay("OK");
   }

} </lsl>

Each time you edit and Save, the SL GUI will compile and run your new line of code. Every time you click Reset, the SL GUI will run your one line of code again.

Your First New Lines of Code

Exploring new commands in this way can run you thru a long series of demoes that teach you about how scripts work, such as the following.

  • Twiddle the red, green, and blue intensity, also the "alpha" opacity/ transparency:

<lsl>

       llSetColor(<0.3, 0.3, 0.3>, ALL_SIDES); // darken
       llSetColor(<1.0, 1.0, 1.0>, ALL_SIDES); // lighten
       llSetAlpha(0.7, ALL_SIDES); // make translucent

</lsl>

  • Twiddle the label of the object running the script:

<lsl>

       llSetText("look at me green", <0.0, 1.0, 0.0>, 1.0); // label
       llSetText("look at me black", <0.0, 0.0, 0.0>, 1.0); // label differently
       llSetText("", <0.0, 0.0, 0.0>, 1.0); // do not label

</lsl>

  • Move and rotate while not physical, then kick and spin while physical and bouncy.

<lsl>

       llSetStatus(STATUS_PHYSICS, FALSE); llSleep(0.1);
       llSetPos(llGetPos() + <0.0, 0.0, 2.1>); // teleport up the Z axis
       llSetPos(llGetPos() + <0.0, 0.0, -2.1>); // teleport back down the Z axis
       llSetLocalRot(llRotBetween(<1, 0, 0>, llGetSunDirection())); // turn the East face to the Sun
       llSetLocalRot(llEuler2Rot(ZERO_VECTOR)); // turn the East face to the East
       llSetStatus(STATUS_PHYSICS, TRUE); llSleep(0.1);
       llSetBuoyancy(0.9); // bounce well, without floating
       llApplyImpulse(<0.0, 0.0, 1.0>, TRUE); // advance along the Z axis
       llApplyRotationalImpulse(<0.0, 0.0, 3.0>, TRUE); // yaw about the Z axis
       llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHYSICS, TRUE); // zero rot inertia

</lsl>

  • Poke around inside the object running the script:

<lsl>

       llOwnerSay( (string) llGetAgentSize(llGetLinkKey(llGetNumberOfPrims())) ); // often not ZERO_VECTOR while avatar sits
       llOwnerSay( (string) llKey2Name(llGetLinkKey(llGetNumberOfPrims())) ); // often the name of the sitting avatar
       llOwnerSay(llList2CSV( [ZERO_VECTOR, FALSE, TRUE, STATUS_PHYSICS, PI] )); // some named code values

</lsl>

  • Chat a question for you the object's owner to answer:

<lsl>

       llDialog(llGetOwner(), "A clarifying demo?", ["No", "Yes"], 7); // chat some Q & A
       llDialog(llGetOwner(), "Choose an arc:", ["PI_BY_TWO", "PI", "TWO_PI"], 7); // chat some Q & A

</lsl>

These llDialog examples start you into a new lesson that could be your next lesson: the work of learning how scripts and avatars communicate with one another. In particular, you could also learn to make sense of such examples as:

<lsl>

       llRequestAgentData(llGetOwner(), DATA_BORN); // the data-of-birth of the owning avatar

</lsl>

The parameter 7 shown in the llDialog examples chooses a chat channel on to which the llDialog call will copy the answer you give to the question, as if you had chatted it yourself. You can see this happen if you learn to code a receiver for listen events. Similarly, if you learn to code a receiver for dataserver events, then you can llOwnerSay the results of the llRequestAgentData example.

Likely you want to make time to learn how to have one script call another before you run out of space in the one script you know how to write. To ask how much memory exists (in the task of the script of the object) that you never have yet filled with allocations of byte code, stack, or heap, try running code like:

<lsl>

       llOwnerSay( (string) llGetFreeMemory() );

</lsl>

Drag To Run Memorable Snippets of Code

Instead of always editing scripts inside an object that you might lose, you may prefer to choose New Script and edit and Save in the Inventory > Scripts folder and drag the script on to an object to run a new copy when you please. If you're dragging to run the script, you'll see the object ends up holding confusingly many copies. So you'll quickly want to learn how to tell a script to delete itself after being dragged in place to run, thus:

<lsl> llRemoveInventory(llGetScriptName()); </lsl>

Enjoy!