User:Fred Gandt/Scripts
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Legal Stuff
The legal stuff about contributing to this wiki (worth reading).
I have posted these scripts for FREE use. They are not meant to be the most amazing or groundbreaking scripts in all of creation but, you may find something in them useful. They are not perfect (at least I doubt it) but, I have posted them here for FREE use anyway. If you want to use them go ahead. If you sell these scripts, be aware that I think you are scum. You are welcome to use them in products and welcome to rework them and call the results your own but, to sell these as they are when they are freely available would be disgusting.
I will be constantly updating this page, adding new scripts and tweaking the scripts already posted (BE AWARE : As I post these scripts I am pretty sure they are correct; however, I occasionally make mistakes like any other biological life form so there may be errors. If an error exists it will be fixed at some point). They may be faster or more efficient or have more features within hours or days of posting so keep coming back for fresh versions. If any of these scripts give you any problems please IM me and I'll see what I can do for you. Similarly if you need quick advice or assistance with understnding LSL give me a call. I do not want your money (so don't treat me like an employee) and I request that your respect my humanity (I may be tired, in a bad mood or even busy working on something else so, don't expect professional politeness; expect honesty).
I am not a tame scriptor. Just because I am charitable do not try to take advantage or you will end up with no help at all. ;-)
Tuition
Tuition scripts, notes, videos and screenshots etc. (hardly any content yet)
I teach in-world at The Builders Brewery. I help out in a few groups and by IM. I will be developing a course of work that will be posted here to accompany my tuition and to act as a stand-alone guide to anyone wanting to grasp the basics of scripting in LSL.
The most important first lesson is this - Don't be afraid to try. It might look like sci-fi gibberish but, in truth it is no more complex than a foreign language written in American-English. IT DOESN'T BITE!
Free Scripts
Basic Light Switch
<lsl>// This script will cause the prim it is in to emit light. // If the prim (or object if the script is in the root of a link_set) // is touched the light will turn off if on and on if off. // The switching code can be used for many different actions.
integer on; // Global variable used to measure the condition 'on or off'.
vector color = <1.0,1.0,1.0>; // R,G,B (red, green, blue) values.
float intensity = 1.0; // 0.0 to 1.0 (1.0 = full brightness)
float radius = 20.0; // 0.1 to 20.0 (20.0 = full sphere)
float falloff = 0.01; // 0.01 to 2.0 (2.0 = least spread)
Switch() // The switching function. I made the switch function to facilitate easier editing. {
on = (!on); // Flip the boolean value of the integer 'on'. llSetPrimitiveParams([PRIM_POINT_LIGHT, on, color, intensity, radius, falloff]);
}
default {
touch_end(integer nd) { Switch(); // Unconditionally call the switch to operate. }
}</lsl>
Basic Alpha (transparency) SHOW/HIDE
<lsl>integer on;
key owner; // Store the owners UUID (key)
string command = "switch"; // Place the command to chat here. The same command will switch on and off.
integer channel = 1; // Place channel to use here (must be a positive if an avatar is chatting on it).
Switch(integer i) {
llSetLinkAlpha(LINK_SET, ((float)i), ALL_SIDES); // This setting will turn a whole link_set transparent or solid.
}
default {
state_entry() { owner = llGetOwner(); llListen(channel, "", owner, command); // This script is listening all the time. } // Switching the listen off at times would be better to reduce lag. But when?? touch_end(integer nd) { on = (!on); Switch(on); // Blah } listen(integer chan, string name, key id, string msg) { on = (!on); Switch(on); // Blah }
}</lsl>
Basic Particle Candle Flame ON/OFF
This script will make the prim it is in a small glowing sphere that sits at the center of the flame.
<lsl>integer on; // Establish "on" as a global variable so that we can remember whether or not the flame is on.
Flame(integer num) {
if(num) // Do we or don't we make a flame? Num is either TRUE or FALSE (1 or 0). { llParticleSystem([PSYS_PART_FLAGS, 275, // Make the flame since the condition above was met. PSYS_SRC_PATTERN, 4, PSYS_PART_START_ALPHA, 0.6, PSYS_PART_END_ALPHA, 0.0, PSYS_PART_START_COLOR, <1.0, 1.0, 0.3>, PSYS_PART_END_COLOR, <0.8, 0.6, 0.6>, PSYS_PART_START_SCALE, <0.04, 0.07, 0.0>, PSYS_PART_END_SCALE, <0.04, 0.04, 0.0>, PSYS_PART_MAX_AGE, 0.3, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_ACCEL, <0.0, 0.0, 0.02>, // These are the parameters of the particle effect. PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0, PSYS_SRC_BURST_PART_COUNT, 50, PSYS_SRC_BURST_RATE, 0.07, PSYS_SRC_BURST_RADIUS, 0.0, PSYS_SRC_BURST_SPEED_MIN, 0.001, PSYS_SRC_BURST_SPEED_MAX, 0.4, PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>, PSYS_SRC_TARGET_KEY,(key)"", PSYS_SRC_TEXTURE, ""]); llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, <1.0, 0.8, 0.3>, 0.5, 20.0, 1.9, // For extra effect we switch the light on too. PRIM_COLOR, ALL_SIDES, <1.0,1.0,1.0>, 0.1, // And set the transparency to slightly visible. PRIM_GLOW, ALL_SIDES, 0.1]); // And the glow to slight. } else // Num was not 1 (TRUE) so we need to stop the effect or not start it. { llParticleSystem([]); // Make no particles (no flame). llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 0.0, 0.0, 0.0, // Switch the light off. PRIM_COLOR, ALL_SIDES, <1.0,1.0,1.0>, 0.0, // And set the transparency to invisible. PRIM_GLOW, ALL_SIDES, 0.0]); // And the glow to zero. } on = num; // Establish the value of the global variable "on" as being equal to the task we just performed. This acts as our memory.
}
default // Create a state for the code to run in. {
state_entry() // On entering that state make the candle flame ignite. { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SPHERE, 0, <0.0,1.0,0.0>, 0.0, ZERO_VECTOR, <0.0,1.0,0.0>, // Make the prim a sphere. PRIM_SIZE, <0.01,0.01,0.03>, // Make the prim the right size to act as the glowing center of the flame. PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0]); // Set the blank texture. Flame(TRUE); // Flame(TRUE); Is an order to run the code "Flame" with the integer value "TRUE" (numerical value = 1). } touch_end(integer detected) // Detect if we have touched the candle. { Flame(!on); // We now order that the Flame() code is run with the integer value that is the oposite of what it already is. // (!on) = FALSE if on = TRUE and TRUE if on = FALSE. The "!" means "not". }
}</lsl>
Simple Alarm Clock
Good for reminding you about sandbox returns etc.
<lsl>string sound = "5e1d5f52-e7ae-0194-a412-93a96f39ff6f"; // Name of the sound in the object inventory.
// Or the UUID of any sound.
float time;
integer on;
vector active = <0.0,1.0,0.0>;
vector passive = <0.0,0.0,1.0>;
vector alarmed = <1.0,0.0,0.0>;
default {
on_rez(integer param) { llResetScript(); } state_entry() { llSetColor(passive, ALL_SIDES); } touch_end(integer nd) { if(on) { llStopSound(); llResetScript(); } else { float time_in_minutes = ((float)llGetObjectDesc()); // Write the time in minutes expressed as a float time = (time_in_minutes * 60); // in the object description before clicking to start. if(time < 1.0) { llOwnerSay("The time is not set.\nPlease write the time into the object description and try again"); return; } llSetColor(active, ALL_SIDES); llSetTimerEvent(time); on = TRUE; } } timer() { llSetTimerEvent(0.0); llLoopSound(sound, 1.0); llSetColor(alarmed, ALL_SIDES); }
}</lsl>
Create HUD Mouselook Button
<lsl>key owner;
default {
state_entry() { owner = llGetOwner(); llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS); } run_time_permissions(integer perm) { if(perm & PERMISSION_TAKE_CONTROLS) // Do we have the perms we asked for? llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); // This creates a button at the bottom of the screen else // that if pressed automatically zooms the camera of the owner into mouselook. llRequestPermissions(owner, PERMISSION_TAKE_CONTROLS); } control(key id, integer this, integer that) { // Adding various conditions here can change the script behavior in many ways. llOwnerSay("Click"); // Do stuff when clicking the left mouse button while in mouselook. Like for guns etc. }
}</lsl>
Float on Water (like a marker buoy)
<lsl>float offset = 0.0; // Use this float to offset the height of the object in relation to the water surface. // The object will (when the offset is zero) float with its geometric center at the level of the water surface. default // The offset is a measure of meters and/or parts thereof. {
state_entry() // Best to set the object in place with your edit tools and then add the script. { // As the code runs it will lock the objects position and attempt to remain there. float float_height = (llWater(ZERO_VECTOR) + offset); vector pos = llGetPos(); llSetStatus(STATUS_PHYSICS, TRUE); // Make the object physical. llMoveToTarget(<pos.x, pos.y, float_height>, 0.5); // Have it maintain it's position. // Things get more complex if you wanna make a boat. But this is a place to start. }
}</lsl>
Visit Web Address Dialog
If you have a website use something like this to direct people to it.
<lsl>string URL_Loader_Message = "\nCopy FREE scripts from an SL wiki page"; // Message to show on dialog.
string URL_To_Visit = "https://wiki.secondlife.com/wiki/User:Fred_Gandt/Scripts"; // URL to visit.
vector Omega_Axis = <0.0,0.0,1.0>; // If you don't want spinning set this to <0.0,0.0,0.0>;
float Omega_Speed = 0.5; // Speed of spin.
float Omega_Gain = 1.0; // Strength of spin.
string Floating_Text = "FREE SCRIPTS!!\n \nTouch to visit web site.\n \n(Official SL wiki)\n \n "; // Floating text.
vector Float_Text_Color = <1.0,1.0,1.0>; // Color of floating text.
float Float_Text_Alpha = 1.0; // Transparency of floating text (1.0 is solid).
// FROM THIS POINT IT IS SCARY!! ARRGGGHHHH...!!! //
default {
state_entry() { llTargetOmega(Omega_Axis, Omega_Speed, Omega_Gain); llSetText(Floating_Text, Float_Text_Color, Float_Text_Alpha); } touch_start(integer nd) { integer count = 0; do { key toucher = llDetectedKey(count); llLoadURL(toucher, URL_Loader_Message, URL_To_Visit); } while((++count) < nd); }
}</lsl>
AO Overriding Sit Script
<lsl>integer sit_target; // Used to store whether or not a sit target is applied.
key sitter; // Used to stor the UUID (key) of the avatar we are animating.
integer perm; // Used to store whether or not we have permissions we ask for.
string anim_name = ""; // Used to store the name of the animation we have in the objects inventory.
string sit_text = ""; // Add a word to replace the word "Sit" (in the pie menu) to show if right clicking to sit.
vector pose_offset = <0.0,0.0,0.01>; // This must be a non zero value. // The X,Y,Z values denote by how much in meters or parts thereof the avatars palvis is offset from the center of the prim. // There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.
vector pose_rotation = <0.0,0.0,0.0>; // This can be a zero value. // The X,Y,Z values denote the rotation in degrees that the animation is rotated around the avatars pelvis. // There can be an offset induced by the animation its self. If this is the case trial and error is the only way forward.
default {
on_rez(integer param) { llResetScript(); // Clean the script when we rez the object. } state_entry() { if(sit_text != "") // If we have not set sit_text don't apply it. llSetSitText(sit_text); if(anim_name == "") // If we have not named an anim (Such as the internal animations)... { // ...this will get the name of an animation in the prims inventory and store it. anim_name = llGetInventoryName(INVENTORY_ANIMATION, 0); if(anim_name == "") // If there is no animation in the inventory and we havn't named one... { llSitTarget(ZERO_VECTOR, ZERO_ROTATION); // Remove any stored sit target. llOwnerSay("There is no animation named or in my inventory. Please add an animation so I can work properly."); return; // Inform the owner and do nothing else. } } // If an animation exists either in inventory or by name... llSitTarget(pose_offset, llEuler2Rot(pose_rotation*DEG_TO_RAD)); // Set the sit target. sit_target = TRUE; // Remember that we are an active seat. } changed(integer change) { if(change & CHANGED_LINK) // Sense that the object has an added link (may be an avater). { if(sit_target) { sitter = llAvatarOnSitTarget(); // If it is an avatar store the UUID (key). if(sitter) // Check if the sitter is still sitting. llRequestPermissions(sitter, PERMISSION_TRIGGER_ANIMATION); // If sitting get permission to animate. else { // The sitter must have got up or something else changed. if(perm) { llStopAnimation(anim_name); // Make sure the sit animation we play is stopped when the avatar stands. llResetScript(); // Remove the permissions we had and clean the script. } } } } if(change & CHANGED_INVENTORY) { llResetScript(); // If the animation is changed reset the script to get its name. } } run_time_permissions(integer perms) // Use the permissions. { if(perms & PERMISSION_TRIGGER_ANIMATION) // If we have the permissions we asked for. { perm = TRUE; // Remember that we have the permissions. if(sitter) // If the avatar is still sitting. { llStopAnimation("sit"); // Stop the default linden sit animation. llSleep(0.2); // Slow it down a bit. This gives time for the avatar animation list to be sit specific. integer count = 0; list anims = llGetAnimationList(sitter); // Get a list of animations the avatar is playing. integer length = llGetListLength(anims); // Get the length of that list. do { string anim = llList2String(anims, count); // Pick the animation from the list of animations at index count. if(anim != "") llStopAnimation(anim); // Stop the animation. } while((++count) < length); llStartAnimation(anim_name); // Animate the sitting avatar using our inventory or named animation. } } }
}</lsl>
Region Stats as Floating Text
<lsl>string bar = "||";
string RFPS = "Region Frames per Second ";
string RTD = "Region Time Dilation ";
string GetCondition(integer d, integer f) {
string s = ""; if(d >= 15 && f >= 15) s = "GOOD"; else if(d >= 10 && f >= 10) s = "POOR"; else if(d >= 5 && f >= 5) s = "DIABOLICAL"; else s = "CRASHED?"; return s;
}
default {
on_rez(integer param) { llResetScript(); } state_entry() { llSetTimerEvent(5.0); } timer() { integer count = 0; vector color; string d = ""; string f = ""; string text = ""; float dilation = (llGetRegionTimeDilation() * 10); float FPS = llGetRegionFPS(); integer mathed_fps = (llRound(FPS*2)/10); integer mathed_dilation = llRound(dilation); do d += bar; while((++count) < mathed_dilation); count = 0; do f += bar; while((++count) < mathed_fps); color = <1.0, (dilation/10), 0.0>; text = ("All is - " + GetCondition((mathed_dilation * 2), (mathed_fps * 2)) + "\n" + RFPS + f + "\n" + RTD + d); llSetText(text, color, 1.0); }
}</lsl>
Configurable Unpacker
<lsl>key owner;
string me;
integer open = FALSE;
list folder_contents = [];
string folder_name; // The folder name will establish from the description of the object this script is in.
// CHANGE ONLY THE SETTINGS BELOW //
integer give_this_script = TRUE; // Give this FREE script away with the other contents? Think about it....
integer allow_only_owner = FALSE; // Owner only or open to all?
integer self_delete = FALSE; // Self delete?
integer timed_deletion = FALSE; // Delete immediately after giving contents or hang around a bit?
float deletion_delay = 10.0; // Length of time to hang around in seconds (if timed_deletion is set TRUE)
string display_rez_text = ""; // Floating text on rez?
string localchat_rez_text = ""; // Chatted message on rez?
string ownerchat_rez_text = ""; // Chatted message only to owner on rez?
string display_deletion_text = ""; // Floating text before deletion?
string localchat_deletion_text = ""; // Chatted message before deletion?
string ownerchat_deletion_text = ""; // Chatted message only to owner before deletion?
vector rez_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show on rez.
vector deletion_text_color = <1.0,1.0,1.0>; // Color of floating text if set to show before deletion.
float rez_text_alpha = 1.0; // Transparency of floating text if set to show on rez.
float deletion_text_alpha = 1.0; // Transparency of floating text if set to show before deletion.
// CHANGE ONLY THE SETTINGS ABOVE //
OnRezTextOptionsFunctionThingy(integer o) {
if(display_rez_text != "") llSetText(display_rez_text, rez_text_color, rez_text_alpha); if(localchat_rez_text != "") llSay(0, localchat_rez_text); if(ownerchat_rez_text != "") llOwnerSay(ownerchat_rez_text); if(!o) { integer count = 0; integer NOI = llGetInventoryNumber(INVENTORY_ALL); if(NOI) { do { string name = llGetInventoryName(INVENTORY_ALL, count); if(name == me) { if(give_this_script) folder_contents += [name]; } else folder_contents += [name]; } while((++count) < NOI); } folder_name = llGetObjectDesc(); }
}
default {
on_rez(integer param) { owner = llGetOwner(); me = llGetScriptName(); OnRezTextOptionsFunctionThingy(FALSE); } touch_start(integer nd) { if(!open) { integer give = FALSE; key toucher = llDetectedKey(0); if(allow_only_owner) { if(toucher == owner) give = TRUE; } else { give = TRUE; } if(give) { open = TRUE; llGiveInventoryList(toucher, folder_name, folder_contents); } if(open) { if(display_deletion_text != "") llSetText(display_deletion_text, deletion_text_color, deletion_text_alpha); if(localchat_deletion_text != "") llSay(0, localchat_deletion_text); if(ownerchat_deletion_text != "") llOwnerSay(ownerchat_deletion_text); if(self_delete) { if(timed_deletion) llSetTimerEvent(deletion_delay); else llDie(); } else { open = FALSE; OnRezTextOptionsFunctionThingy(TRUE); } } } } timer() { llDie(); }
}</lsl>
Random Item Giver
<lsl>list stuff = [];
integer amount_of_stuff;
string my_name;
default {
state_entry() { my_name = llGetScriptName(); integer count = 0; amount_of_stuff = llGetInventoryNumber(INVENTORY_ALL); do { string name = llGetInventoryName(INVENTORY_ALL, count); if(name != my_name) stuff += [name]; } while((++count) < amount_of_stuff); llOwnerSay(llDumpList2String(stuff, "\n")); } touch_start(integer nd) { llGiveInventory(llDetectedKey(0), llList2String(stuff, llRound(llFrand(amount_of_stuff)))); } changed(integer change) { if(change & CHANGED_INVENTORY) llResetScript(); }
}</lsl>