Difference between revisions of "Gun Script"

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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.  
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.    Someone simplified this without saying so  and it doesn't work  i'm  looking for why.


<lsl>
<lsl>

Revision as of 23:42, 10 November 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. Someone simplified this without saying so and it doesn't work i'm looking for why.

<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>