User:Kimm Paulino/Scripts1: Difference between revisions
Kimm Paulino (talk | contribs) |
Kimm Paulino (talk | contribs) Added template timer script (written to illustrate adding timer code to a script for someone) |
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</lsl> | </lsl> | ||
== | == Timer Action Template == | ||
<lsl> | |||
// Basic timer-driven state changing script. | |||
// NB: Does not use the LSL ability to define | |||
// states, but uses a counter to manage a simple | |||
// incrementing state machine. | |||
// | |||
// Every time interval, it will change its record of state | |||
// and you can add code to do something, then it will move | |||
// to the next state. | |||
// | |||
// To add more things, just add more | |||
// else if (gState == 4) | |||
// { | |||
// // and the next | |||
// } | |||
// statements in the appropriate place. | |||
// | |||
// If you want the timer interval to be different for different | |||
// states, then you could add more llSetTimerEvent() calls | |||
// in each state to set the timer for the next one. | |||
// | |||
// Kimm Paulino | |||
// Sept 2012 | |||
// Timer interval in seconds | |||
float TIMER_INTERVAL = 5.0; | |||
integer gState; | |||
default | |||
{ | |||
on_rez (integer start_param) | |||
{ | |||
llResetScript(); | |||
} | |||
state_entry () | |||
{ | |||
gState = 0; | |||
llSetTimerEvent (TIMER_INTERVAL); | |||
} | |||
timer () | |||
{ | |||
gState ++; | |||
if (gState == 1) | |||
{ | |||
// Do the first thing here | |||
} | |||
else if (gState == 2) | |||
{ | |||
// After the timer interval this is next | |||
} | |||
else if (gState == 3) | |||
{ | |||
// and the next | |||
} | |||
// add more else if () statements here | |||
else | |||
{ | |||
// Once all states are complete, reset the counter ready for the next time | |||
gState = 0; | |||
} | |||
} | |||
} | |||
</lsl> | |||
== (soon) == | == (soon) == | ||
Revision as of 13:47, 14 September 2012
Rez and Sense
<lsl> // Rezzer that will only rez an object (from inventory) if it // can't detect the specified number of objects in the region nearby already. // // Note: Sensing is limitd to a maximum of 96m in all directions. If the // objects pass out of that range, this won't find them. // // Always looks for (and rezzes) the first object found in inventory. // NB: This must have copy permissions if you want to rez it more than once! // // Kimm Paulino, July 2012
integer MAX_REZZED_OBJECTS = 5; vector REZ_POSITION = <1.0, 0.0, 0.0>; // Relative to the rezzing prim, must be less than 10m away vector REZ_ROTATION = <0.0, 0.0, 0.0>; // In degrees
string gObjectName;
rezObject () {
llRezObject (gObjectName, llGetPos() + REZ_POSITION, ZERO_VECTOR, llEuler2Rot (REZ_ROTATION * DEG_TO_RAD), 0);
}
default {
on_rez (integer start_param)
{
llResetScript();
}
state_entry ()
{
gObjectName = llGetInventoryName (INVENTORY_OBJECT, 0);
if (gObjectName == "")
{
llOwnerSay ("Note to owner: No objects found in this prims inventory");
}
}
touch_start (integer num_detected)
{
if (gObjectName != "")
{
// Trigger a single sensor event for the full range/arc looking for any non-avatar
// objects with the same name as our rezzing object.
llSensor (gObjectName, NULL_KEY, (ACTIVE|PASSIVE), 96.0, PI);
}
}
sensor (integer num_detected)
{
if (num_detected < MAX_REZZED_OBJECTS)
{
rezObject();
}
else
{
llOwnerSay ("Max Objects detected ...");
// Nothing to do
}
}
no_sensor ()
{
// None found, so ok to rez one
rezObject();
}
changed (integer change)
{
if (change & CHANGED_INVENTORY)
{
llResetScript();
}
}
} </lsl>
Derez After Sitting
<lsl> // This will kill the prim it is in, the specified time after someone // sits on the prim. It will unsit them before derezzing. // // Note: This only works when the prim has a sittarget defined. // But this script does not have to be the thing setting it, // if the sit target is set to <0.0,0.0,0.0> in this script, // then no call to llSitTarget is made - so another script // can do it instead. // // It can optionally derez on unsit too - i.e. when they get up // or derez a defined time after they unsit. // // Note: It doesn't unsit any other avatars sitting on other // prims prior to derezzing, but derezzing will unsit them anyway! // // It will also (optionally) automatically derez itself after a specified // time if noone sits down on it. // // Kimm Paulino, July 2012
// TRUE if want to immediately auto derez when av gets up. // (overrides DEREZ_AFTER_UNSIT_TIMEOUT) integer DEREZ_ON_UNSIT = FALSE;
// Time to derez if noone sits down // (in seconds - 0.0 to disable) float DEREZ_TIMEOUT = 60.0;
// Once an av sits down, this timer starts // and will derez when it times out. // (in seconds - 0.0 to disable) float DEREZ_AFTER_SIT_TIMEOUT = 30.0;
// Once an av gets up, this timer starts // and will derez when it times out. // (in seconds - 0.0 to disable) float DEREZ_AFTER_UNSIT_TIMEOUT = 0.0;
// Position of the sittarget vector SIT_VECTOR = <0.0, 0.0, 0.5>; // In metres - ZERO_VECTOR to disable vector SIT_ROTATION = <0.0, 0.0, 0.0>; // In degrees
key gAvUuid; integer gSitting = FALSE;
default {
on_rez (integer start_param)
{
llResetScript();
}
state_entry()
{
if (SIT_VECTOR != ZERO_VECTOR)
{
llSitTarget (SIT_VECTOR, llEuler2Rot (SIT_ROTATION * DEG_TO_RAD));
}
llSetTimerEvent (DEREZ_TIMEOUT);
}
timer ()
{
if (gAvUuid)
{
llUnSit (gAvUuid);
}
llSetTimerEvent (0.0);
llDie();
}
changed (integer change)
{
// When someone sits on an object, the av is considered to be
// a linked-in child prim, so the link number changes
if (change & CHANGED_LINK)
{
gAvUuid = llAvatarOnSitTarget();
if (gAvUuid)
{
// Avatar has just sat down
gSitting = TRUE;
llSetTimerEvent (DEREZ_AFTER_SIT_TIMEOUT);
}
else if (gSitting)
{
// Assume av just got up - it was sitting and now isn't ...
gSitting = FALSE;
if (DEREZ_ON_UNSIT)
{
// Want to derez straight away
llDie();
}
llSetTimerEvent (DEREZ_AFTER_UNSIT_TIMEOUT);
}
else
{
// Could be unlinking going on
// or maybe there is another sit target in a linked prim
// that someone has just sat on or vacated
}
}
}
} </lsl>
Timer Action Template
<lsl> // Basic timer-driven state changing script. // NB: Does not use the LSL ability to define // states, but uses a counter to manage a simple // incrementing state machine. // // Every time interval, it will change its record of state // and you can add code to do something, then it will move // to the next state. // // To add more things, just add more // else if (gState == 4) // { // // and the next // } // statements in the appropriate place. // // If you want the timer interval to be different for different // states, then you could add more llSetTimerEvent() calls // in each state to set the timer for the next one. // // Kimm Paulino // Sept 2012
// Timer interval in seconds float TIMER_INTERVAL = 5.0;
integer gState;
default {
on_rez (integer start_param)
{
llResetScript();
}
state_entry ()
{
gState = 0;
llSetTimerEvent (TIMER_INTERVAL);
}
timer ()
{
gState ++;
if (gState == 1)
{
// Do the first thing here
}
else if (gState == 2)
{
// After the timer interval this is next
}
else if (gState == 3)
{
// and the next
}
// add more else if () statements here
else
{
// Once all states are complete, reset the counter ready for the next time
gState = 0;
}
}
} </lsl>