Difference between revisions of "Hello Avatar"

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(also demo llGetFreeMemory)
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{{LSL Header}}
{{LSL Header|ml=*}}


== The New Script ==
The following script contains the default code that is placed in every new script. It says "''Hello, Avatar''" when it is saved or reset and says "''Touched.''" when it is touched. That makes it the LSL representation of the famous [http://en.wikipedia.org/wiki/Hello_world_program Hello world program].


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:
<source lang="lsl2">
 
<pre>
default
default
{
{
Line 18: Line 16:
     }
     }
}
}
</pre>
</source>
 
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:
 
<pre>
default
{
    state_entry()
    {
        llSetText("look at me blue", <0.0, 0.0, 1.0>, 1.0);
        llOwnerSay("OK");
    }
}
</pre>
 
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:
<pre>
        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
</pre>
 
* Twiddle the label of the object running the script:
<pre>
        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
</pre>
 
* Move and rotate while not physical, then kick and spin while physical and bouncy.
<pre>
        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
</pre>
 
* Poke around inside the object running the script:
<pre>
        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
</pre>
 
* Chat a question for you the object's owner to answer:
<pre>
        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
</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.
 
Likely you want to make time to learn how to have one script call another before you run out of space in the one script you know how to write. To ask how much memory exists (in the task of the script of the object) that you never have yet filled with allocations of byte code, stack, or heap, try running code like:


<pre>
Notes:
        llOwnerSay( (string) llGetFreeMemory() );
* Scripters should learn to call the simpler [[llOwnerSay]] rather than llSay, in order to avoid making objects that spam the neighborhood via [[PUBLIC_CHANNEL]] zero.
</pre>


Enjoy!
* Scripters should learn to call [[llInstantMessage]] rather than llSay, in order to stop losing chat while far away or logged off.


{{#vardefine:sort|Hello Avatar}}{{LSLC|Library}}{{LSLC|Examples}}
{{#vardefine:sort|Hello Avatar}}{{LSLC|Library}}{{LSLC|Examples}}
{{LSLC|Tutorials}}
{{LSLC|Tutorials}}

Latest revision as of 13:26, 24 January 2015

The following script contains the default code that is placed in every new script. It says "Hello, Avatar" when it is saved or reset and says "Touched." when it is touched. That makes it the LSL representation of the famous Hello world program.

default
{
    state_entry()
    {
        llSay(0, "Hello, Avatar!");
    }

    touch_start(integer total_number)
    {
        llSay(0, "Touched.");
    }
}

Notes:

  • Scripters should learn to call the simpler llOwnerSay rather than llSay, in order to avoid making objects that spam the neighborhood via PUBLIC_CHANNEL zero.
  • Scripters should learn to call llInstantMessage rather than llSay, in order to stop losing chat while far away or logged off.