Difference between revisions of "Gun Script"
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Kireji Haiku (talk | contribs) m (improved readability) |
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<lsl> | <lsl> | ||
float bulletVelocity = 15.0; | |||
float pauseBetweenShots = 0.30; | |||
string shootingSound = "gun"; | |||
string shootingAnimation = "hold_R_bazooka"; | |||
string inventoryItemWhichIsBullet = "bullet 1.0"; | |||
integer permFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_ATTACH | PERMISSION_TRACK_CAMERA; | |||
default | default | ||
{ | { | ||
on_rez(integer start_param) | |||
{ | |||
llOwnerSay("Attach me to your right hand, and enter mouselook to fire!"); | |||
llPreloadSound(gunsound); | |||
llResetScript(); | |||
} | |||
attach(key id) | |||
{ | |||
key owner = llGetOwner(); | |||
if (id == owner) | |||
llRequestPermissions(owner, permFlags); | |||
else if (id == NULL_KEY) | |||
{ | |||
llStopAnimation(shootingAnimation); | |||
llReleaseControls(); | |||
} | |||
} | |||
changed(integer change) | |||
{ | |||
if (change & (CHANGED_OWNER | CHANGED_INVENTORY)) | |||
llResetScript(); | |||
} | |||
state_entry() | |||
{ | |||
key owner = llGetOwner(); | |||
llRequestPermissions(owner, permFlags); | |||
} | |||
run_time_permissions(integer perm) | |||
run_time_permissions(integer perm) | |||
{ | { | ||
if (perm) | if (perm & permFlags) | ||
{ | { | ||
llAttachToAvatar(ATTACH_RHAND); | llAttachToAvatar(ATTACH_RHAND); | ||
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); | llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); | ||
llStartAnimation(" | llStartAnimation(shootingAnimation); | ||
llOwnerSay("Gun is ready. Enter mouselook to fire!"); | |||
} | } | ||
} | } | ||
control(key owner, integer level, integer edge) | |||
{ | |||
vector cameraPos = llGetCameraPos(); | |||
rotation cameraRot = llGetCameraRot(); | |||
if ((level & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) | if ((level & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) | ||
{ | { | ||
if ((edge & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) | if ((edge & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) | ||
{ | { | ||
// play sound at max volume | |||
llPlaySound(shootingSound, (float)TRUE); | |||
llRezAtRoot(inventoryItemWhichIsBullet, | |||
cameraPos + <1.5, 0.0, 0.0>*cameraRot, bulletVelocity*llRot2Fwd(cameraRot), cameraRot, 10); | |||
llSleep(pauseBetweenShots); | |||
} | |||
} | } | ||
} | } | ||
} | } | ||
</lsl> | </lsl> |
Revision as of 12:01, 18 October 2012
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.
<lsl> float bulletVelocity = 15.0; float pauseBetweenShots = 0.30; string shootingSound = "gun"; string shootingAnimation = "hold_R_bazooka"; string inventoryItemWhichIsBullet = "bullet 1.0"; integer permFlags = PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS | PERMISSION_ATTACH | PERMISSION_TRACK_CAMERA;
default {
on_rez(integer start_param) { llOwnerSay("Attach me to your right hand, and enter mouselook to fire!"); llPreloadSound(gunsound); llResetScript(); }
attach(key id) { key owner = llGetOwner();
if (id == owner) llRequestPermissions(owner, permFlags);
else if (id == NULL_KEY) { llStopAnimation(shootingAnimation); llReleaseControls(); } }
changed(integer change) { if (change & (CHANGED_OWNER | CHANGED_INVENTORY)) llResetScript(); }
state_entry() { key owner = llGetOwner(); llRequestPermissions(owner, permFlags); }
run_time_permissions(integer perm) { if (perm & permFlags) { llAttachToAvatar(ATTACH_RHAND); llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llStartAnimation(shootingAnimation); llOwnerSay("Gun is ready. Enter mouselook to fire!"); } }
control(key owner, integer level, integer edge) { vector cameraPos = llGetCameraPos(); rotation cameraRot = llGetCameraRot();
if ((level & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) { if ((edge & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) { // play sound at max volume llPlaySound(shootingSound, (float)TRUE);
llRezAtRoot(inventoryItemWhichIsBullet, cameraPos + <1.5, 0.0, 0.0>*cameraRot, bulletVelocity*llRot2Fwd(cameraRot), cameraRot, 10);
llSleep(pauseBetweenShots); } } }
} </lsl>