User:Kimm Paulino/Scripts1

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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 = <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. // // It can optionally derez on unsit too - i.e. when they get up. // // It will also automatically derez itself after a specified time // if noone sits down on it. // // If used with the sensing rezzer, then could be the basis of // a vehicle rezzing system. // // Kimm Paulino, July 2012

integer DEREZ_ON_UNSIT = FALSE; // TRUE if want to auto derez when av gets up float DEREZ_TIMEOUT = 600.0; // In seconds (0.0 to disable) float DEREZ_AFTER_SIT_TIMEOUT = 300.0; // In seconds (0.0 to disable)

// Position of the sittarget vector SIT_VECTOR = <0.0, 0.0, 0.5>; // In metres - NULL_VECTOR to disable vector SIT_ROTATION = <0.0, 0.0, 0.0>; // In degrees

key gAvUuid;

default {

   on_rez (integer start_param)
   {
       llResetScript();
   }
   state_entry()
   {
       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
               llSetTimerEvent (DEREZ_AFTER_SIT_TIMEOUT);
           }
           else
           {
               // Assume av just got up (might not be true - could be unlinking going on)
               if (DEREZ_ON_UNSIT)
               {
                   llDie();
               }
           }
       }
   }

} </lsl>

More to follow

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