User:Kimm Paulino/Scripts1
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 = <0.0, 0.0, 0.0>; // In degrees
string gObjectName;
rezObject () {
llRezObject (gObjectName, llGetPos() + REZ_POSITION, ZERO_VECTOR, llEuler2Rot (REZ_ROTATION * DEG_TO_RAD), 0);
}
default {
on_rez (integer start_param) { llResetScript(); } state_entry () { gObjectName = llGetInventoryName (INVENTORY_OBJECT, 0); if (gObjectName == "") { 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 { llOwnerSay ("Max Objects detected ..."); // Nothing to do } } no_sensor () { // None found, so ok to rez one rezObject(); } changed (integer change) { if (change & CHANGED_INVENTORY) { llResetScript(); } }
} </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 = <0.0, 0.0, 0.0>; // In degrees
key gAvUuid; integer gSitting = FALSE;
default {
on_rez (integer start_param) { llResetScript(); }
state_entry() { if (SIT_VECTOR != ZERO_VECTOR) { llSitTarget (SIT_VECTOR, llEuler2Rot (SIT_ROTATION * DEG_TO_RAD)); } llSetTimerEvent (DEREZ_TIMEOUT); } timer () { if (gAvUuid) { llUnSit (gAvUuid); } llSetTimerEvent (0.0); llDie(); } 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) { gAvUuid = llAvatarOnSitTarget(); if (gAvUuid) { // Avatar has just sat down gSitting = TRUE; llSetTimerEvent (DEREZ_AFTER_SIT_TIMEOUT); } else if (gSitting) { // Assume av just got up - it was sitting and now isn't ... gSitting = 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 } } }
} </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 (gState == 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 gState;
default {
on_rez (integer start_param) { llResetScript(); } state_entry () { gState = 0; llSetTimerEvent (TIMER_INTERVAL); } timer () { gState ++; if (gState == 1) { // Do the first thing here } else if (gState == 2) { // After the timer interval this is next } else if (gState == 3) { // and the next } // add more else if () statements here else { // Once all states are complete, reset the counter ready for the next time gState = 0; } }
} </lsl>