User:Mr Lovenkraft
Open source codes from Mr Lovenkraft
I've just starting this page in the hopes of having quite a few codes open sourced for those of you who either can't find what you are looking for, or just want an easy place to look for codes :)
Removable prim clothing script
This script is written to be placed in the root prim of an object. <lsl> //Removable clothing by Mr Lovenkraft, free to use by anyone. //Fully open source, but credit going to Mr Lovenkraft for his effort :) key user; //Person touching the clothing. key owner; //The owner of course O.o integer diaChan; //Random Dialog channel to prevent other clothing items from listening.. integer listenNum; //Used to start a listen, and remove it. list buttons = ["Tear", "Look", "Flick", "Tug"];//Buttons to click on of course. integer touchable = TRUE; integer removeable; int()//The actual starting menu and calculating random channel to listen on. {
touchable = FALSE; diaChan = llCeil(llFrand(-9999999)); if(diaChan >= 0) //Just in case it returns 0, we want a negative listen :) { diaChan += llRound(llFrand(-9999999)); //Recalculate } listenNum = llListen(diaChan, "", "", "");//Listen handler to remove listen when done. llDialog(user, "What would you like to do?", buttons, diaChan); //Menu with the buttons o.o llSetTimerEvent(15); //Menu time out, in case someone doesn't pick an option :)
} default {
on_rez(integer r) { owner = llGetOwner(); //Of course it gets the owner O.o } state_entry() { owner = llGetOwner(); //Again just in case it didn't get the point. } touch_start(integer total_number) { if(touchable) //If it hasn't been touched, let it be touched { user = llDetectedKey(0); //Makes the person touching, the owner. int(); //When touched, get the random channel. } } attach(key av) { if(av) { removeable = TRUE; //If actually on an av, allow clothing to request permissions for detach. } else { removeable = FALSE; //Oposite if no av :) } } run_time_permissions(integer perm) { if(perm & PERMISSION_ATTACH) { llWhisper(0, llKey2Name(user) + " rips " + llKey2Name(owner) +"'s clothing right off!"); llDetachFromAvatar( ); //Detach from av of course. } } listen(integer chan, string name, key id, string msg) { if(llToLower(msg)=="tug") //We use llToLower(msg) so that it's not case sensitive. :) { llWhisper(0, llKey2Name(user) + " tugs on " + llKey2Name(owner) +"'s clothing."); } if(llToLower(msg)=="flick") { llWhisper(0, llKey2Name(user) + " flicks " + llKey2Name(owner) +"'s clothing."); } if(llToLower(msg)=="look") { llWhisper(0, llKey2Name(user) + " looks at " + llKey2Name(owner) +"'s clothing."); } if(llToLower(msg)=="tear") { if(removeable) { llRequestPermissions(owner, PERMISSION_ATTACH); } else { llWhisper(0, "Can not remove clothing that is not worn."); } } touchable = TRUE; llListenRemove(listenNum); //Stop listening to prevent lag :) } timer() { touchable = TRUE; llSetTimerEvent(0.0); //Stops the timer llWhisper(0, "Menu time out..."); }
} </lsl>
Stop all animations: basic
<lsl> //Stop all animations by Mr Lovenkraft //Useful learning codes from the large inventory of Mr Lovenkraft ;) list anims; key av; default {
touch_start(integer total_number) { llRequestPermissions(llDetectedKey(0), PERMISSION_TRIGGER_ANIMATION);//Dur, requests permissions. av = llDetectedKey(0); //Person to stop animations for. } run_time_permissions(integer perm)//Runs if we get permissions. { anims = []; //Clears the list of any past animations. anims = llGetAnimationList(av); //Gets the current users animations playing. integer index = llGetListLength(anims); //The amount of animations for stopping. integer i; //Starting place for our loop. for(i=0; i<index; i++)//Runs through for each animation in the list. { llStopAnimation(llList2String(anims, i)); //Stops the animation in the list at point i. } }
} </lsl>
Cycle pose ball: touch cycle
<lsl> //Multi poseball/pole by Mr lovenkraft //Open sourced ;) list anims; key av; integer pos; integer listSize; integer sat_on; int() {
if(sat_on) { llRequestPermissions(av, PERMISSION_TRIGGER_ANIMATION);//Request permissions to get the next animation } else { llWhisper(0, "No one sitting on this object."); }
} default {
state_entry() { pos = 0; anims = []; llSitTarget(<0.0, 0.0, 0.1>, ZERO_ROTATION);//Sets the sit pose for the target } changed(integer change)//something has changed with this object { if(change & CHANGED_INVENTORY)//if only the inventory is changed of course ;) { pos = 0;//start the post over anims = []; //clear the list integer i; integer totA = llGetInventoryNumber(INVENTORY_ANIMATION);//gets the total animations for(i=0; i<totA; i++) { anims += [llGetInventoryName(INVENTORY_ANIMATION, i)];//adds each animation name to list } llOwnerSay("Animaions inside: " + llList2CSV(anims));//Tell the owner how many animations inside } if(change & CHANGED_LINK) { av = llAvatarOnSitTarget(); if(av) //if there is really someone sitting on it { sat_on = TRUE; //If someone is sitting make it true int();//Start animation } else { sat_on = FALSE; } } } run_time_permissions(integer perm)//got permissions from user { if(perm & PERMISSION_TRIGGER_ANIMATION) { llStopAnimation(llGetInventoryName(INVENTORY_ANIMATION, pos));//Stop last animation pos += 1;//go to next in list if(pos >= listSize)//if at the end of the list { pos = 0; } llStopAnimation("sit"); llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION, pos));//Start the next animation } } touch_start(integer total_number) { listSize = llGetListLength(anims); int(); //start the new animation }
} </lsl>