Difference between revisions of "User:Fred Gandt/Scripts/Continued 3"
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'''[[User:Fred_Gandt/Scripts/Continued_4| Even More More More Free Scripts]]''' (content constantly updating) | '''[[User:Fred_Gandt/Scripts/Continued_4| Even More More More Free Scripts]]''' (content constantly updating) | ||
'''[[User:Fred_Gandt/Scripts/Functions| Functions for specific tasks]]''' (hardly any content yet) | |||
=== Legal Stuff === | === Legal Stuff === |
Revision as of 11:54, 1 May 2010
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
My Contributions
If unsure about how to use these scripts
I have implemented a V# system to make it more obvious if a script is updated. The V# forms part of the title of each script.
If you have any comments about the content of this page please post them HERE
All my scripts are written for compilation as MONO
More Pages
Free Scripts (content constantly updating)
More Free Scripts (content constantly updating)
Even More Free Scripts (content constantly updating)
Even More More Free Scripts (this page)
Even More More More Free Scripts (content constantly updating)
Functions for specific tasks (hardly any content yet)
Legal Stuff
The legal stuff about contributing to this wiki (worth reading).
PJIRA Issue Tracker
The issues I have filed on the PJIRA
Tuition
Tuition scripts, notes, videos and screenshots etc. (hardly any content yet)
Free Scripts
Script'n'Chat ( V1 )
This script is useful for presentations like teaching etc. It will post text from notecards in HUD contents at any of the 3 volumes we have ("Whisper", "Say" and "Shout"). It can read from a script (the literary kind of script (it reads notecards)) or convert ad-lib text by using an open NC as a chat window. Explanations to follow.
HUD Maker
First you need the object (as a HUD). Create a two prim link_set and drop the following script on it. That's the basic object. Then add to it two NC's, one called "Chat" and another called "Script". Then add the script from further down this page.
<lsl>// V1 //
default {
state_entry() { llSetPrimitiveParams([7,<0.01,0.58,0.04>, 8,<0.0,0.0,1.0,0.0>, 9,2,0,<0.175,0.825,0.0>,0.0,<0.0,0.0,0.0>,<1.0,1.0,0.0>,<0.0,0.0,0.0>, 17,0,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,1,"51519f67-926a-3301-ee64-db65c0cf1b39",<1.0,0.15,0.0>,<0.74,0.0,0.0>,0.0, 17,2,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,3,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<1.0,0.15,0.0>,<0.27,0.43,0.0>,0.0, 17,4,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,5,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<0.5,0.15,0.0>,<0.0,-0.415,0.0>,0.0, 17,6,"0a24d0af-47a5-c7a1-e18d-2b19c5ada706",<0.5,0.15,0.0>,<0.0,0.0,0.0>,0.0, 18,0,<1.0,1.0,1.0>,1.0, 18,1,<1.0,0.0,0.0>,1.0, 18,2,<1.0,1.0,1.0>,1.0, 18,3,<1.0,0.0,0.0>,1.0, 18,4,<1.0,1.0,1.0>,1.0, 18,5,<1.0,0.0,0.0>,1.0, 18,6,<0.0,1.0,0.0>,1.0, 19,0,0,0, 19,1,0,1, 19,2,0,0, 19,3,0,1, 19,4,0,0, 19,5,0,1, 19,6,0,1]); llSetLinkPrimitiveParams(2, [7,<0.5,0.01,0.04>, 6,<0.0,0.0,0.04>, 8,<-0.000137,0.000137,-0.707107,0.707107>, 9,0,0,<0.375,0.875,0.0>,0.9,<0.0,0.0,0.0>,<1.0,1.0,0.0>,<0.0,0.0,0.0>, 17,0,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,1,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,2,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,3,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,4,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,5,"5748decc-f629-461c-9a36-a35a221fe21f",<1.0,1.0,0.0>,<0.0,0.0,0.0>,0.0, 17,6,"c8433f60-3070-a4b7-dca3-a8ee279b6cfb",<0.7,0.8,0.0>,<0.0,0.0,0.0>,-1.570796, 17,7,"c8433f60-3070-a4b7-dca3-a8ee279b6cfb",<0.7,0.8,0.0>,<0.0,0.0,0.0>,1.570796, 18,0,<1.0,1.0,1.0>,1.0, 18,1,<1.0,1.0,1.0>,1.0, 18,2,<1.0,1.0,1.0>,1.0, 18,3,<1.0,1.0,1.0>,1.0, 18,4,<0.0,0.0,0.0>,1.0, 18,5,<1.0,1.0,1.0>,1.0, 18,6,<1.0,1.0,1.0>,1.0, 18,7,<1.0,1.0,1.0>,1.0]); llRemoveInventory(llGetScriptName()); }
}</lsl>
The "Script" NC
The NC's can contain empty lines but, they will be ignored. The NC example below has 12 lines and that's what the HUD will tell you but, it will only let you chat 11 of them since 1 line is empty. Each line is any text added without pressing the return key. There are limits to how much text can be chatted in one go. This is a very basic script and those limits need to be worked within. Each line is chatted separately. There is no limit to how long your "Script" can be (up to the maximum a notecard can hold).
<lsl>Confessions of a cigar smoker
I owe to smoking, more or less, Through life the whole of my success; With my Cigar I'm sage and wise - Without, I'm dull as cloudy skies. When smoking all my ideas soar, When not, they sink upon the floor. The greatest men have all been smokers, And so were all the greatest jokers. Then ye who'd bid adieu to care, Come here and smoke it into air.</lsl>
The "Chat" NC
Another NC called "Chat" allows that you can chat from the same object at whatever volume is set. This NC when opened from the HUD inventory and left open on screen when the edit to the object contents is closed acts like a chat window (it can be minimized). Only the first line will be read from it. Add the text to chat and click "save". The next time you want to use that option overwrite the last text. ONE LINE ONLY.
<lsl>Whatever text you want to chat...
</lsl>
Script'n'Chat script
The following is the working script for the HUD. Place it with the NC's in the root contents. It will automatically read the NC "Script" and automatically re-read it if it is changed. Don't change the names of the NC's (I didn't make this a sophisticated script and thus it is a bit sensitive to everything being done correctly).
There are 7 buttons -
- 2 Arrow buttons for navigating through the "Script" lines. A preview of the selected line is displayed on the HUD.
- Behind the preview of the selected line to chat is a black background. This is the face to touch to chat the displayed line.
- 3 buttons marked "WHISPER", "SAY" and "SHOUT". They are the volume selections. The volume selected will be for both "Script"ed chat and "Chat"ed chat.
- A button marked "CHATTY". This is an on/off button for whether to chat the changes you make to the "Chat" NC. If using that option make sure "CHATTY" is selected (green).
Oh yeah and btw... When you first wear the HUD it will be facing away from you. Turn it around.
<lsl>// V1 //
key CHAT_id;
key SCRIPT_key;
integer line_count;
key SCRIPT_id;
key SCRIPT_L_id;
key NC_L_B_id;
key NC_L_F_id;
integer SCRIPT_L;
string NC_L;
integer volume;
integer chatty;
key owner;
vector green = <0.0,1.0,0.0>;
vector red = <1.0,0.0,0.0>;
Spew(string s) {
if(!volume) llWhisper(0, ("/me \n\n" + s + "\n")); else if(volume == 1) llSay(0, ("/me \n\n" + s + "\n")); else if(volume == 2) llShout(0, ("/me \n\n" + s + "\n"));
}
Display(string s) {
NC_L = s; llSetText(("LINE " + ((string)(line_count + 1)) + " of " + ((string)SCRIPT_L) + " -- " + llGetSubString(NC_L, 0, 59) + "..."), <1.0,1.0,1.0>, 1.0);
}
Backward() {
if(line_count == 0) line_count = SCRIPT_L; NC_L_B_id = llGetNotecardLine("Script", (--line_count));
}
Forward() {
if(line_count == (SCRIPT_L - 1)) line_count = -1; NC_L_F_id = llGetNotecardLine("Script", (++line_count));
}
default {
on_rez(integer param) { llResetScript(); } state_entry() { owner = llGetOwner(); llSetObjectName(llKey2Name(owner)); llSetText("", ZERO_VECTOR, 0.0); volume = 1; llSetPrimitiveParams([PRIM_COLOR, 1, red, 1.0, PRIM_COLOR, 3, red, 1.0, PRIM_COLOR, 6, green, 1.0, PRIM_COLOR, 5, red, 1.0]); SCRIPT_L_id = llGetNumberOfNotecardLines("Script"); } dataserver(key q, string data) { if(q == CHAT_id) Spew(data); else if(q == SCRIPT_L_id) { SCRIPT_L = ((integer)data); line_count = 0; NC_L_F_id = llGetNotecardLine("Script", 0); } else if(q == NC_L_B_id) { if(data != "") Display(data); else Backward(); } else if(q == NC_L_F_id) { if(data != "") Display(data); else Forward(); } } changed(integer change) { if(change & CHANGED_INVENTORY) { if(chatty) CHAT_id = llGetNotecardLine("Chat", 0); else { key k = llGetInventoryKey("Script"); if(k != SCRIPT_key) { SCRIPT_key = k; llSetText("", ZERO_VECTOR, 0.0); SCRIPT_L_id = llGetNumberOfNotecardLines("Script"); } } } } touch_start(integer nd) { integer link = llDetectedLinkNumber(0); integer face = llDetectedTouchFace(0); if(link == 1) { list params; if(face == 1) { chatty = (!chatty); if(chatty) params = [PRIM_COLOR, 1, green, 1.0]; else params = [PRIM_COLOR, 1, red, 1.0]; } else if(face == 3) { volume = 0; params = [PRIM_COLOR, 3, green, 1.0, PRIM_COLOR, 6, red, 1.0, PRIM_COLOR, 5, red, 1.0]; } else if(face == 6) { volume = 1; params = [PRIM_COLOR, 6, green, 1.0, PRIM_COLOR, 3, red, 1.0, PRIM_COLOR, 5, red, 1.0]; } else if(face == 5) { volume = 2; params = [PRIM_COLOR, 5, green, 1.0, PRIM_COLOR, 3, red, 1.0, PRIM_COLOR, 6, red, 1.0]; } llSetPrimitiveParams(params); } else { if(face == 7) Backward(); else if(face == 6) Forward(); else if(face == 4) Spew(NC_L); } }
}</lsl>
Anti Spam Greeter ( V1 )
As the name suggests...This is a low spam greeter for use in medium to kinda high traffic areas. To use it place a plain prim in the entrance way of the area being visited. Drop this script onto it. The prim will turn transparent and a type of phantom called "VolumeDetect" which means avatars will pass through it. As they pass through it (even if just a foot dips into it) the script will issue various messages depending on the settings. It can also be used to give a folder of stuff (if wanted) to the visitor. Just add the stuff (LM's, NC's, Freebies etc.) to the prim contents. You can change the contents at any time without needing to do anything to the script (unless you want the messages to change too).
<lsl>// V1 //
// Edit the strings below to set up the messaging.
string personalize = "Welcome to to my shop"; // If empty ( "" ) no personalisation will be used. // If not empty the personalization will prepend the first name of the visitor and the whole will prepend... // ..."IM" and/or "DM" if used. E.g. "Welcome to to my shop Fred." would be chatted to me prepending the IM. // If used, this messages byte count will be added to those of "IM" and "DM".
string IM = "This text will be instant messaged to the visitor."; // If empty ( "" ) no IM will be sent. // This MUST be limited to less than 1024 bytes ( around 300 characters ). // If used, this messages byte count will be added to those of "personalize".
string DM = "This text will appear on the dialog ( blue dropdown with buttons )."; // If empty ( "" ) no Dialog will be sent ( unless there are gifts ). // This MUST be limited to less than 512 bytes ( around 150 characters ). // If used, this messages byte count will be added to those of "personalize".
string GM = "\nSince you're here I wonder if you would like a gift?"; // If there are gifts in the contents... // ...this will append "DM" ( it can be empty ( "" )). If used this will add to the byte count of "DM".
string folder_name = "Folder of Joy!"; // This will be the name of the folder if a gift pack is given.
string notification = "has entered your shop."; // This message with the full name of the visitor prepended will be IMed to you if it is not empty ( "" ).
////////////////////////////////////////////////////////////////////////////////////////////// //////YOU KNOW THE DRILL...DON'T EDIT ANYTHING BELOW UNLESS YOU KNOW WHAT YOU'RE DOING./////// //////////////////////////////////////////////////////////////////////////////////////////////
key owner;
list visitors;
list DB = ["OK"];
list lises;
list inventory;
integer gifts;
integer lis;
integer DC;
RemoveListens(key k) {
if(k != NULL_KEY) { integer index = llListFindList(lises, [k]); if(index != -1) { llListenRemove(llList2Integer(lises, (index + 1))); lises = llDeleteSubList(lises, index, (index + 1)); } } else { llListenRemove(llList2Integer(lises, 1)); lises = llDeleteSubList(lises, 0, 1); } if(!llGetListLength(lises)) { llSetTimerEvent(0.0); DC = (llRound(llFrand(-91746382)) - 10000); }
}
default {
state_entry() { owner = llGetOwner(); llVolumeDetect(TRUE); llSetAlpha(0.0, -1); DC = (llRound(llFrand(-91746382)) - 10000); integer NOI = llGetInventoryNumber(INVENTORY_ALL); if(NOI > 1) { gifts = TRUE; DB = ["Gift Pack", "No Thanks"]; DM += ("\n" + GM); string me = llGetScriptName(); integer count; string name; do { name = llGetInventoryName(INVENTORY_ALL, count); if(name != me) inventory += [name]; } while((++count) < NOI); } } changed(integer change) { if(change & (CHANGED_INVENTORY | CHANGED_OWNER)) llResetScript(); } collision_start(integer nd) { if(llGetListLength(lises) <= 120) { integer count; do { key id = llDetectedKey(count); string name = llDetectedName(count); if(llListFindList(visitors, [id]) == -1) { string PM = ""; if(personalize != "") PM = ("\n" + personalize + " " + llGetSubString(name, 0, (llSubStringIndex(name, " ") - 1)) + ".\n"); if(llGetListLength(visitors) > 200) visitors = llDeleteSubList(visitors, 0, 50); visitors += [id]; if(DM != "") { if(gifts) { llSetTimerEvent(60.0); lis = llListen((++DC), name, id, ""); lises += [id, lis]; } llDialog(id, (PM + DM), DB, DC); } if(IM != "") llInstantMessage(id, (PM + IM)); if(notification != "") llInstantMessage(owner, (name + " " + notification)); } } while((++count) < nd); } } listen(integer chan, string name, key id, string msg) { if(msg == "Gift Pack") llGiveInventoryList(id, folder_name, inventory); RemoveListens(id); } timer() { RemoveListens(NULL_KEY); }
}</lsl>
Floating Text LEFT/RIGHT Alignment ( V1 )
This script can turn a list of individual lines of text into a left or right aligned floating text display
<lsl>// V1 //
// SetTextAlign // Begin //
// Thank you to Silicon Plunkett for the "samples" the script uses to measure the width of the strings. // He made a great effort to work these values out and I would have been at a massive disadvantage without them. // This may never have existed.
string SetTextAlign(integer A, integer D, list S) {
list samples = [" ", "![]{}|:;'.,ijlIJ", "\/<>`()rtf", "*#\"yszxcvETYLZ", "_?upahkbnRPAFKCV", "~$^+qeodgmDB", "w=QUOSGHXN", "%WM", "@"]; list result = []; string separate = ""; if(A) { list scores = []; list scores_max = []; string line = ""; string sample = ""; string letter = ""; string spaces = ""; string to_pad = ""; float score = 0.0; float max_score = 0.0; float next = 0.0; integer length = 0; integer s_length = 0; integer count = 0; integer count_a = 0; integer count_b = 0; integer count_c = 0; integer ssi = 0; integer padem = 0; integer space_count = 0; separate = "\n"; length = llGetListLength(S); do { line = llList2String(S, count); s_length = llStringLength(line); count_a = 0; score = 0.0; do { letter = llGetSubString(line, count_a, count_a); count_b = 0; do { count_c = 0; do { sample = llList2String(samples, count_c); ssi = llSubStringIndex(sample, letter); if(ssi != -1) { if(count_c == 0) score += 1.0; else if(count_c == 1) score += 1.5; else if(count_c == 2) score += 2.0; else if(count_c == 3) score += 2.5; else if(count_c == 4) // Thanx to some advice from a veritable genius ( Xzaviar Qarnac ) - score += 3.0; // - I have realised something very important about loops. else if(count_c == 5) // Since this realization I have cut out alot of potential drag. score += 3.5; // Thank you Xzaviar. else if(count_c == 6) score += 4.0; else if(count_c == 7) score += 4.5; else score += 5.0; count_c = 9; // This line is what I realized was needed. } } while((++count_c) < 9); } while((++count_b) < 1); } while((++count_a) < s_length); scores += [score]; } while((++count) < length); scores_max = llListSort(scores, 1, FALSE); max_score = llList2Float(scores_max, padem); scores_max = []; do { next = llList2Float(scores, padem); spaces = ""; space_count = 0; do { spaces += " "; } while((((float)(++space_count)) + next) < max_score); to_pad = llList2String(S, padem); if(D) result += [(to_pad + spaces)]; else result += [(spaces + to_pad)]; } while((++padem) < length); scores = []; } else result = S; return llDumpList2String(result, separate);
}
// SetTetAlign // End //
default {
state_entry() { float alpha = 1.0; vector color = <0.0,1.0,1.0>; // Turquoise!
// The text to display must be fed to the function as a list of strings each being one line (as below).
list source = ["Hello there, Avatar!", "My script can align your text to the left or right.", "Touch me for a copy of it."]; llSetText(SetTextAlign(TRUE, TRUE, source), color, alpha);
// SetTextAlign(Align (TRUE or FALSE), Direction (TRUE = left : FALSE = right), source).
} touch_start(integer nd) { integer countnd = 0; do { key toucher = llDetectedKey(countnd); llGiveInventory(toucher, llGetScriptName()); // FREE!!! Enjoy. } while((++countnd) < nd); }
}</lsl>
Very Simple Dialog Menu Inventory Giver ( V1 )
Too tired to do better right now. I am very hungry too.
<lsl>// V1 //
// There are some limits to the use of this script:
// 1) No more than 12 objects can be placed into inventory. The menu (dialog) will break with more.
// 2) The names of the inventory objects MUST NOT be empty ( "" ) or longer (in bytes) than 24.
// c) It will only service one agent at a time.
string menu_msg = "\nChoose your item."; // Message to be displayed on the dialog menu // The dialog MUST have a message.
list inv_objects; // Used to store the list of inventory object names.
integer noobii; // Used to store the Number Of OBjects In Inventory.
integer lis; // Used to store the value of the listen open so it can be closed.
integer channel; // Used to store the value of channel.
integer busy; // Used as a boolean (TRUE/FALSE) to store whether the script is busy.
default // Create a state for the code to run in. {
on_rez(integer param) // Triggered on rezzing the object containing this script. { llResetScript(); // Clear all memory and reset all variable. } changed(integer change) // Triggered by a multitude of changes. { if(change & (CHANGED_OWNER | CHANGED_INVENTORY)) // Check what has changed. llResetScript(); // Clear all memory and reset all variable. } state_entry() // Triggered on entering the state. This happens after restting the script. { noobii = llGetInventoryNumber(INVENTORY_OBJECT); // Establish the number of inventory objects. if(noobii) // If there are some... { integer count; // Create a local counter. do // Used a the point to loop from if a loop is required. inv_objects += [llGetInventoryName(INVENTORY_OBJECT, count)]; // Store the name of the inventory object at index "count". while((++count) < noobii); // Increment the counter and check if it is less than noobii. // While count is less than noobii go back to "do" for another loop. } channel = (llRound(llFrand(-10000000)) - 100000); // Establish a random negative channel for the menu communiction } touch_start(integer nd) // Triggered when the object containing this script is touched. { if(noobii && (!busy)) // If not busy and whilst there are objects to give... { busy = TRUE; // Now we are busy. key agent = llDetectedKey(0); // local storage of the UUID of the agent who touched us. llListenRemove(lis); // Clear any open listen. llSetTimerEvent(30.0); // Set a timer for 30 seconds. lis = llListen(channel, llDetectedName(0), agent, ""); // Open a listen for the agent on channel. llDialog(agent, menu_msg, inv_objects, channel); // Send the agent a menu (dialog)... // ...with the buttons marked with the names of the inventory objects. } } listen(integer chan, string name, key id, string msg) // Triggered when the script hears something that... { // ...matches the parameters of any listen open in this script. if(llListFindList(inv_objects, [msg]) != -1) // Check if we heard one of the names of an inventory object. { llSetTimerEvent(0.0); // Stop the timer. llListenRemove(lis); // Close the listen. llGiveInventory(id, msg); // Give the object to the agent. busy = FALSE; // Now we are not busy. } } timer() // Triggered if a timer has been set running. { llSetTimerEvent(0.0); // Stop the timer. llListenRemove(lis); // Close the listen (This is why the timer is in place). busy = FALSE; // Now we are not busy. }
}</lsl>
Very Simple Doors
These are not advanced door scripts. Just really simple to understand and use. In some situations you may need more advanced scripts.
Create'o'Door'o'Matic'o'Script ( V2 )
Drag and drop this script onto (or into) a fresh prim and like magic it will resemble a door. The most important use for this type of prim shaping is for rotating doors, since the rotations typically occur around the true center of the prim. This script path cuts the prim so that the center is at one edge. This edge then becomes the hinge point.
<lsl>// V2 //
default {
state_entry() { key LL_Brazillian_Rosewood = "a25bebc8-4739-453d-d44e-fc522cf95488"; // The UUID for a wood texture by Linden Labs. llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX, 0, <0.125, 0.375, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, PRIM_TEXTURE, 0, LL_Brazillian_Rosewood, <2.0, 0.1, 0.0>, <0.5, 0.025, 0.0>, 0.0, // Set texture PRIM_TEXTURE, 1, LL_Brazillian_Rosewood, <2.0, 1.0, 0.0>, <0.5, 0.0, 0.0>, 0.0, // Set texture PRIM_TEXTURE, 2, LL_Brazillian_Rosewood, <0.05, 1.0, 0.0>, <0.0125, 0.0, 0.0>, 0.0, // Set texture PRIM_TEXTURE, 3, LL_Brazillian_Rosewood, <2.0, 0.1, 0.0>, <0.5, -0.025, 0.0>, 0.0, // Set texture PRIM_TEXTURE, 4, LL_Brazillian_Rosewood, <0.05, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, // Set texture PRIM_TEXTURE, 5, LL_Brazillian_Rosewood, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0, // Set texture PRIM_BUMP_SHINY, ALL_SIDES, 1, 13, // Apply the "siding" bump map. PRIM_SIZE, <3.0, 0.2, 3.0>]); // Set the size (after path cutting only 1/4 of the prim remains). llRemoveInventory(llGetScriptName()); // Self deleting script. }
}</lsl>
Rotating Door ( V2 )
Very simple swinging type door with an auto close timer.
<lsl>// V2 //
float angle = 90.0; // Adjust the degree of rotation (prims local Z axis). // For clockwise rotation set a negative amount
float time = 10.0; // The amount of time the door remain open before auto closing. // Set to zero ( 0.0 ) to disable.
///////////////////////////////////////////////////////
rotation door_open; // Used to store the open rotation.
rotation door_closed; // Used to store the closed rotation.
integer open = TRUE; // Used to instruct the Door function.
Door(integer i) // The named function and its integer instruction. {
if(i) // If i is TRUE open the door. { llSetLocalRot(door_open); // Set the local rotation to door_open. llSetTimerEvent(time); // Set the timer to running. } else // If i is FALSE close the door. { llSetTimerEvent(0.0); // Stop the timer. llSetLocalRot(door_closed); // Set the local rotation to door_closed. } open = (!i); // Set the value of open to NOT the value of the instruction so...
} // ...next time it is called it does the opposite.
default // Create a state for the code to run in. {
on_rez(integer param) // Triggered when the door (linked or not) is rezzed. { llResetScript(); // Clear the script memory and start fresh. } state_entry() // Triggered on entering the state. { door_closed = llGetLocalRot(); // Store the rotation of the closed door. // The closed door is the rotation the script measures of the prim when... // the script is first run in it. door_open = (door_closed * llEuler2Rot(<0.0, 0.0, angle> * DEG_TO_RAD)); // Store the rotation for the open door by adding the desired angle of rotation. } touch_start(integer nd) // Triggered when the door is touched. { Door(open); // Instruct the Door function to either open or close... } // ...depending on the value of "open". timer() // Triggered when a timer is set and the specified time has elapsed. { Door(FALSE); // Close the door. }
}</lsl>
Sliding Door ( V2 )
Very simple sliding type door with an auto close timer.
<lsl>// V2 //
vector offset = <2.0, 0.5, 0.0>; // Set how much in each direction (X,Y,Z) the prim moves... // ...from it's closed position.
float time = 10.0; // The amount of time the door remain open before auto closing. // Set to zero ( 0.0 ) to disable.
///////////////////////////////////////////////////////
vector door_open; // Used to store the open position.
vector door_closed; // Used to store the closed position.
integer open = TRUE; // Used to instruct the Door function.
Door(integer i) // The named function and its integer instruction. {
if(i) // If i is TRUE open the door. { llSetPos(door_open); // Set the local position to door_open. llSetTimerEvent(time); // Set the timer to running. } else // If i is FALSE close the door. { llSetTimerEvent(0.0); // Stop the timer. llSetPos(door_closed); // Set the local position to door_closed. } open = (!i); // Set the value of open to NOT the value of the instruction so...
} // ...next time it is called it does the opposite.
default // Create a state for the code to run in. {
on_rez(integer param) // Triggered when the door (linked or not) is rezzed. { llResetScript(); // Clear the script memory and start fresh. } changed(integer change) // Triggered when the prim senses various changes. { // BEWARE: This is a simple script and will not discern if the door is being sat on. // THE SCRIPT WILL RESET IF THE DOOR IS SAT ON. if(change & CHANGED_LINK) // Check if the change was in how the prim is linked. llResetScript(); // Reset the script to reset the positions. } state_entry() // Triggered on entering the state. { door_closed = llGetLocalPos(); // Store the local position of the closed door. // The closed door is the position the script measures of the prim when... // the script is first run in it. door_open = (door_closed + offset); // Store the position for the open door by adding the desired offset. } touch_start(integer nd) // Triggered when the door is touched. { Door(open); // Instruct the Door function to either open or close... } // ...depending on the value of "open". timer() // Triggered when a timer is set and the specified time has elapsed. { Door(FALSE); // Close the door. }
}</lsl>
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