User:Kimm Paulino/Scripts1

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< User:Kimm Paulino
Revision as of 14:12, 22 October 2012 by Kireji Haiku (talk | contribs) (a few minor readability improvements)
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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 = ZERO_VECTOR; // In degrees

string objectName;

rezObject () {

   vector currentPosition = llGetPos();
   llRezObject (gObjectName, currentPosition + REZ_POSITION, ZERO_VECTOR, llEuler2Rot (REZ_ROTATION * DEG_TO_RAD), 0);

}

default {

   on_rez (integer start_param)
   {
       llResetScript();
   }
   changed (integer change)
   {
       if (change & CHANGED_INVENTORY)
       {
           llResetScript();
       }
   }
   state_entry ()
   {
       objectName = llGetInventoryName (INVENTORY_OBJECT, 0);
       if (objectName == "")
       {
           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
       {
       //  Nothing to do
           llOwnerSay ("Max Objects detected ...");
       }
   }
   no_sensor ()
   {
       // None found, so ok to rez one
       rezObject();
   }

} </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 = ZERO_VECTOR; // In degrees

key avatarOnSitTarget; integer isSitting = FALSE;

default {

   on_rez (integer start_param)
   {
       llResetScript();
   }
   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)
       {
           avatarOnSitTarget = llAvatarOnSitTarget();
           if (avatarOnSitTarget)
           {
           //  Avatar has just sat down
               isSitting = TRUE;
               llSetTimerEvent(DEREZ_AFTER_SIT_TIMEOUT);
           }
           else if (isSitting)
           {
           //  Assume av just got up - it was sitting and now isn't ...
               isSitting = 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
           }
       }
   }
   state_entry()
   {
       if (SIT_VECTOR != ZERO_VECTOR)
       {
           llSitTarget(SIT_VECTOR, llEuler2Rot(SIT_ROTATION * DEG_TO_RAD));
       }
       llSetTimerEvent(DEREZ_TIMEOUT);
   }
   timer ()
   {
       if (avatarOnSitTarget)
       {
           llUnSit(avatarOnSitTarget);
       }
       llSetTimerEvent((float)FALSE);//  disable timer
       llDie();
   }

} </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 (currentState == 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 currentState;

default {

   on_rez (integer start_param)
   {
       llResetScript();
   }
   state_entry ()
   {
       currentState = 0;
       llSetTimerEvent (TIMER_INTERVAL);
   }
   timer ()
   {
       ++currentState;// ++index is faster than index++
       if (currentState == 1)
       {
           // Do the first thing here
       }
       else if (currentState == 2)
       {
           // After the timer interval this is next
       }
       else if (currentState == 3)
       {
           // and the next
       }
       // add more else if () statements here
       else
       {
           // Once all states are complete, reset the counter ready for the next time
           currentState = 0;
       }
   }

} </lsl>

Multiple Notecard Reading Template

<lsl> // Example showing multiple notecard reading. // // Kimm Paulino, Oct 2012

key notecardQueryId; integer notecardLine; integer notecardNumber; string notecardName;

default {

   on_rez (integer start_param)
   {
       llResetScript();
   }
   changed (integer change)
   {
       if (change & CHANGED_INVENTORY)
       {
           llResetScript();
       }
   }
   state_entry ()
   {
       notecardNumber = 0;
       notecardLine = 0;
       notecardName = llGetInventoryName(INVENTORY_NOTECARD, notecardNumber);
       if (notecardName != "")
       {
           llOwnerSay("=== Reading notecard '" + notecardName + "' (" + (string)notecardNumber + ")");
           notecardQueryId = llGetNotecardLine(notecardName, notecardLine);
       }
   }
   dataserver (key query_id, string data)
   {
       if (query_id != notecardQueryId)
       {
       //  Not for us
           return;
       }
       // Note: If the notecard contains embedded objects (like scripts, landmarks, etc)
       // then EOF is returned - so this will move onto the next one as if the notecard
       // was empty.
       if (data == EOF)
       {
           // Move to the next notecard
           ++notecardNumber;
           notecardLine = 0;
           notecardName = llGetInventoryName(INVENTORY_NOTECARD, notecardNumber);
           if (notecardName != "")
           {
               llOwnerSay("=== Reading notecard '" + notecardName + "' (" + (string)notecardNumber + ")");
               notecardQueryId = llGetNotecardLine(notecardName, notecardLine);
           }
           else
           {
               llOwnerSay ("=== Complete");
           }
           // Wait for the next line to be read
           return;
       }
       // Do something with the notecard line
       // Note: Only get first 255 characters of each line
       llOwnerSay (data);
       // and read the next line
       ++notecardLine;
       notecardQueryId = llGetNotecardLine(notecardName, notecardLine);
   }

} </lsl>

Alarm Script

<lsl> // Simple script to trigger at a certain time and perform a function, // in the default case send an IM to the specified avatar // // Notes // Can specify a time in GMT (ie no seasonal changes) or SLT // Uses 24 hour times // Can include touch control if required // Sends the specified message to the specified UUID // // If you want it to do something else, code it in the alarm() function // // Kimm Paulino // Oct 2012 // http://kimmscripts.wordpress.com/

integer gHour = 7; // 24 hour clock integer gMin = 30; integer gSec = 0; integer isGMTnotSL = TRUE; // GMT or SL time integer gTouchControl = TRUE; string alarmMessage = "Wake up!";

// NULL_KEY has the key value "00000000-0000-0000-0000-000000000000" key avatarToBeAlarmed = NULL_KEY;

integer alarmIsArmed;

setAlarm () {

   // set a timer event for destination time - current time
   float desttime = (float)(gHour*60*60 + gMin*60 + gSec);
   // This is the number of seconds since midnight
   // so the required setting until the destination time
   // will depend on if the time is in the past or not.
   // If we happen to get lucky and
   float nowtime = llGetWallclock();
   if (isGMTnotSL)
   {
       nowtime = llGetGMTclock();
   }
   if (nowtime >= desttime)
   {
       // Need to add 24 hours before subtracting
       desttime = desttime + 24.0*60.0*60.0;
       llOwnerSay("Dest: " + (string)desttime + " Now: " + (string)nowtime);
       llSetTimerEvent(desttime - nowtime);
   }
   else
   {
       llOwnerSay("Dest: " + (string)desttime + " Now: " + (string)nowtime);
       llSetTimerEvent(desttime - nowtime);
   }

}

disableAlarm() {

   llSetTimerEvent((float)FALSE);

}

// This is what happens on the alarm alarm () {

   //llOwnerSay("Alarm");
   llInstantMessage(avatarToBeAlarmed, alarmMessage);

}

default {

   state_entry()
   {
       string zone = " SLT";
       if (isGMTnotSL)
       {
           zone = " GMT";
       }
       llOwnerSay("Alarm set for " + (string)gHour + " h " + (string)gMin + " m" + (string)gSec + " s " + zone);
       alarmIsArmed = TRUE;
       setAlarm();
   }
   touch_start (integer num_detected)
   {
       if (gTouchControl)
       {
           if (alarmIsArmed)
           {
               alarmIsArmed = FALSE;
               disableAlarm();
           }
           else
           {
               alarmIsArmed = TRUE;
               setAlarm();
           }
       }
   }
   timer ()
   {
       alarm();
   //  Reset alarm each time, to allow for any drift in time
       setAlarm();
   }

} </lsl>