Difference between revisions of "Hello Avatar"
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* Chat a question for you the object's owner to answer | * Chat a question for you the object's owner to answer: | ||
<pre> | <pre> | ||
llDialog(llGetOwner(), "A clarifying demo?", ["No", "Yes"], 7); // chat some Q & A | 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 | llDialog(llGetOwner(), "Choose an arc:", ["PI_BY_TWO", "PI", "TWO_PI"], 7); // chat some Q & A | ||
</pre> | </pre> | ||
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: | |||
<pre> | |||
llRequestAgentData(llGetOwner(), DATA_BORN); // the data-of-birth of the owning avatar | |||
</pre> | |||
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. | |||
Enjoy! | |||
{{#vardefine:sort|Hello Avatar}}{{LSLC|Library}}{{LSLC|Examples}} | {{#vardefine:sort|Hello Avatar}}{{LSLC|Library}}{{LSLC|Examples}} | ||
{{LSLC|Tutorials}} | {{LSLC|Tutorials}} |
Revision as of 17:33, 15 September 2007
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
The New Script
The script you get from the SL GUI, when first you ask to create a New Script in an object or in your inventory, was this script, as of 2007-08:
default { state_entry() { llSay(0, "Hello, Avatar!"); } touch_start(integer total_number) { llSay(0, "Touched."); } }
That script shows you how to get something to happen when you save or reset the script.
The example thing that happens is { llSay(0, "Hello, Avatar!"); }. The other example thing happens when you touch the object.
How To Try New Lines of Code
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:
default { state_entry() { llSetText("look at me blue", <0.0, 0.0, 1.0>, 1.0); llOwnerSay("OK"); } }
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:
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
- Twiddle the label of the object running the script:
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
- Move and rotate while not physical, then kick and spin while physical and bouncy.
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
- Poke around inside the object running the script:
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
- Chat a question for you the object's owner to answer:
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
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:
llRequestAgentData(llGetOwner(), DATA_BORN); // the data-of-birth of the owning avatar
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.
Enjoy!