Difference between revisions of "Builders Buddy v1"

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== The Component Script ==
== The Component Script ==
  ///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
  // Builders' Buddy 1.9 (Component Pieces)
// Builders' Buddy 1.9 (Component Pieces)
  // by Newfie Pendragon, March 2006
// by Newfie Pendragon, March 2006
  //
//
  // This script is distributed with permission that it may be used in
// This script is distributed with permission that it may be used in
  // any way, or may be further modified/included in resale items.
// any way, or may be further modified/included in resale items.
  // HOWEVER, if this script is used as part of a for-sale product,
// HOWEVER, if this script is used as part of a for-sale product,
  // it is required that appropriate credit be given to Newfie for
// it is required that appropriate credit be given to Newfie for
  // the script (or portions used in derivatives).  That's a fair price
// the script (or portions used in derivatives).  That's a fair price
  // in exchange for unlimited use of this script, dontcha think?
// in exchange for unlimited use of this script, dontcha think?
  //
//
  //  SL Forum thread and new versions found here:
//  SL Forum thread and new versions found here:
  //  http://forums.secondlife.com/showthread.php?t=96792
//  http://forums.secondlife.com/showthread.php?t=96792
  ///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
  // INSTRUCTIONS
// INSTRUCTIONS
  //  This is the *Component Piece* half of the Builders' Buddy system.
//  This is the *Component Piece* half of the Builders' Buddy system.
  //  Drop it into each 'piece' of the building.  Drop the Base Prim Script
//  Drop it into each 'piece' of the building.  Drop the Base Prim Script
  //  into the prim  that will be the container/box that will be used to
//  into the prim  that will be the container/box that will be used to
  //  store the building once completed.  It can be in each individual
//  store the building once completed.  It can be in each individual
  //  prim, but if you link as much as possible (and put the script in the link
//  prim, but if you link as much as possible (and put the script in the link
  //  set), it'll be much more neighbourly and less strain on the sim.
//  set), it'll be much more neighbourly and less strain on the sim.
  //
//
  // QUICK USE:
// QUICK USE:
  //  - Drop this script in the Base.
//  - Drop this script in the Base.
  //  - Drop the "Component" Script in each building part.
//  - Drop the "Component" Script in each building part.
  //  - Touch  your Base, and choose RECORD
//  - Touch  your Base, and choose RECORD
  //  - Take all building parts into inventory
//  - Take all building parts into inventory
  //  - Drag building parts from inventory into Base Prim
//  - Drag building parts from inventory into Base Prim
  //  - Touch your base and choose BUILD
//  - Touch your base and choose BUILD
  //
//
  ///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
  //  History
//  History
  //
//
  // v1.0 - 20060328 - Newfie Pendragon - Original Version
// v1.0 - 20060328 - Newfie Pendragon - Original Version
  // v1.5 - 20060612 - Androclese Antonelli
// v1.5 - 20060612 - Androclese Antonelli
  //        - (See base script for details)
//        - (See base script for details)
  // v1.6 - 20060624 - Newfie Pendragon
// v1.6 - 20060624 - Newfie Pendragon
  //      - Added active repositioning (pieces move as the base piece moves)
//      - Added active repositioning (pieces move as the base piece moves)
  //      - Pieces use WarpPos technique to instantanetly move large distances
//      - Pieces use WarpPos technique to instantanetly move large distances
  //        - Pieces no longer move until the the "Record" option has been used
//        - Pieces no longer move until the the "Record" option has been used
  //        at least once
//        at least once
  //      - Pieces will not move if base is not same owner as the pieces
//      - Pieces will not move if base is not same owner as the pieces
  //      - Pieces no longer 'bounce' when hitting the ground
//      - Pieces no longer 'bounce' when hitting the ground
  // v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
// v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
  // v1.9 - 20070630 - Added check to keep within sim edges
// v1.9 - 20070630 - Added check to keep within sim edges
  ///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
 
 
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  // Configurable Settings
// Configurable Settings
  float fTimerInterval = 0.25;    // Time in seconds between movement 'ticks'
float fTimerInterval = 0.25;    // Time in seconds between movement 'ticks'
  integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
                                  // ***THIS MUST MATCH IN BOTH SCRIPTS!***
                                  // ***THIS MUST MATCH IN BOTH SCRIPTS!***
 
 
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  // Runtime Variables (Dont need to change below here unless making a derivative)
// Runtime Variables (Dont need to change below here unless making a derivative)
  vector vOffset;
vector vOffset;
  rotation rRotation;
rotation rRotation;
  integer bNeedMove;
integer bNeedMove;
  vector vDestPos;
vector vDestPos;
  rotation rDestRot;
rotation rDestRot;
  integer bRecorded = FALSE;
integer bRecorded = FALSE;
 
 
 
 
  ////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
  string first_word(string In_String, string Token)
string first_word(string In_String, string Token)
  {
{
      //This routine searches for the first word in a string,
    //This routine searches for the first word in a string,
      // and returns it.  If no word boundary found, returns
    // and returns it.  If no word boundary found, returns
      // the whole string.
    // the whole string.
      if(Token == "") Token = " ";
    if(Token == "") Token = " ";
      integer pos = llSubStringIndex(In_String, Token);
    integer pos = llSubStringIndex(In_String, Token);
 
 
      //Found it?
    //Found it?
      if( pos >= 1 )
    if( pos >= 1 )
          return llGetSubString(In_String, 0, pos - 1);
        return llGetSubString(In_String, 0, pos - 1);
      else
    else
          return In_String;
        return In_String;
  }
}
 
 
  ////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
  string other_words(string In_String, string Token)
string other_words(string In_String, string Token)
  {
{
      //This routine searches for the other-than-first words in a string,
    //This routine searches for the other-than-first words in a string,
      // and returns it.  If no word boundary found, returns
    // and returns it.  If no word boundary found, returns
      // the an empty string.
    // the an empty string.
      if( Token == "" ) Token = " ";
    if( Token == "" ) Token = " ";
 
 
      integer pos = llSubStringIndex(In_String, Token);
    integer pos = llSubStringIndex(In_String, Token);
 
 
      //Found it?
    //Found it?
      if( pos >= 1 )
    if( pos >= 1 )
          return llGetSubString(In_String, pos + 1, llStringLength(In_String));
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
      else
    else
          return "";
        return "";
  }
}
 
 
  ////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
  do_move()
do_move()
  {
{
      integer i = 0;
    integer i = 0;
      vector vLastPos = ZERO_VECTOR;
    vector vLastPos = ZERO_VECTOR;
      while( (i < 5) && (llGetPos() != vDestPos) )
    while( (i < 5) && (llGetPos() != vDestPos) )
      {
    {
          list lParams = [];
        list lParams = [];
 
 
          //If we're not there....
        //If we're not there....
          if( llGetPos() != vDestPos )
        if( llGetPos() != vDestPos )
          {
        {
              //We may be stuck on the ground...
            //We may be stuck on the ground...
              //Did we move at all compared to last loop?
            //Did we move at all compared to last loop?
              if( llGetPos() == vLastPos )
            if( llGetPos() == vLastPos )
              {
            {
                  //Yep, stuck...move straight up 10m (attempt to dislodge)
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                  lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                  //llSetPos(llGetPos() + <0, 0, 10.0>);
                //llSetPos(llGetPos() + <0, 0, 10.0>);
              } else {
            } else {
                  //Record our spot for 'stuck' detection
                //Record our spot for 'stuck' detection
                  vLastPos = llGetPos();
                vLastPos = llGetPos();
              }
            }
          }
        }
 
 
          //Try to move to destination
        //Try to move to destination
          //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
          //(Newfie, June 2006)
        //(Newfie, June 2006)
          integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
          integer x;
        integer x;
          for( x = 0; x < iHops; x++ ) {
        for( x = 0; x < iHops; x++ ) {
              lParams += [ PRIM_POSITION, vDestPos ];
            lParams += [ PRIM_POSITION, vDestPos ];
          }
        }
          llSetPrimitiveParams(lParams);
        llSetPrimitiveParams(lParams);
          //llSleep(0.1);
        //llSleep(0.1);
          i++;
        i++;
      }
    }
 
 
      //Set rotation
    //Set rotation
      llSetRot(rDestRot);
    llSetRot(rDestRot);
  }
}
 
 
 
 
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  default
default
  {
{
      //////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////
      state_entry()
    state_entry()
      {
    {
          //Open up the listener
        //Open up the listener
          llListen(PRIMCHAN, "", NULL_KEY, "");
        llListen(PRIMCHAN, "", NULL_KEY, "");
      }
    }
 
 
      //////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////
      on_rez(integer iStart)
    on_rez(integer iStart)
      {
    {
          //Set the channel to what's specified
        //Set the channel to what's specified
          if( iStart != 0 )
        if( iStart != 0 )
          {
        {
              PRIMCHAN = iStart;
            PRIMCHAN = iStart;
              state reset_listeners;
            state reset_listeners;
          }
        }
      }
    }
 
 
      //////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////
      listen(integer iChan, string sName, key kID, string sText)
    listen(integer iChan, string sName, key kID, string sText)
      {
    {
          string sCmd = llToUpper(first_word(sText, " "));
        string sCmd = llToUpper(first_word(sText, " "));
 
 
          if( sCmd == "RECORD" )
        if( sCmd == "RECORD" )
          {
        {
              sText = other_words(sText, " ");
            sText = other_words(sText, " ");
              list lParams = llParseString2List(sText, [ "|" ], []);
            list lParams = llParseString2List(sText, [ "|" ], []);
              vector vBase = (vector)llList2String(lParams, 0);
            vector vBase = (vector)llList2String(lParams, 0);
              rotation rBase = (rotation)llList2String(lParams, 1);
            rotation rBase = (rotation)llList2String(lParams, 1);
 
 
              vOffset = (llGetPos() - vBase) / rBase;
            vOffset = (llGetPos() - vBase) / rBase;
              rRotation = llGetRot() / rBase;
            rRotation = llGetRot() / rBase;
              bRecorded = TRUE;
            bRecorded = TRUE;
              llOwnerSay("Recorded position.");
            llOwnerSay("Recorded position.");
              return;
            return;
          }
        }
 
 
          //////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////
          if( sCmd == "MOVE" )
        if( sCmd == "MOVE" )
          {
        {
              //Don't move if we've not yet recorded a position
            //Don't move if we've not yet recorded a position
              if( !bRecorded ) return;
            if( !bRecorded ) return;
 
 
              //Also ignore commands from bases with a different owner than us
            //Also ignore commands from bases with a different owner than us
              //(Anti-hacking measure)
            //(Anti-hacking measure)
              if( llGetOwner() != llGetOwnerKey(kID) ) return;
            if( llGetOwner() != llGetOwnerKey(kID) ) return;
 
 
 
 
              //Calculate our destination position
            //Calculate our destination position
              sText = other_words(sText, " ");
            sText = other_words(sText, " ");
              list lParams = llParseString2List(sText, [ "|" ], []);
            list lParams = llParseString2List(sText, [ "|" ], []);
              vector vBase = (vector)llList2String(lParams, 0);
            vector vBase = (vector)llList2String(lParams, 0);
              rotation rBase = (rotation)llList2String(lParams, 1);
            rotation rBase = (rotation)llList2String(lParams, 1);
 
 
              //Calculate our destination position
            //Calculate our destination position
              vDestPos = (vOffset * rBase) + vBase;
            vDestPos = (vOffset * rBase) + vBase;
              rDestRot = rRotation * rBase;
            rDestRot = rRotation * rBase;
 
 
              //Make sure our calculated position is within the sim
            //Make sure our calculated position is within the sim
              if(vDestPos.x < 0.0) vDestPos.x = 0.0;
            if(vDestPos.x < 0.0) vDestPos.x = 0.0;
              if(vDestPos.x > 255.0) vDestPos.x = 255.0;
            if(vDestPos.x > 255.0) vDestPos.x = 255.0;
              if(vDestPos.y < 0.0) vDestPos.y = 0.0;
            if(vDestPos.y < 0.0) vDestPos.y = 0.0;
              if(vDestPos.y > 255.0) vDestPos.y = 255.0;
            if(vDestPos.y > 255.0) vDestPos.y = 255.0;
              if(vDestPos.x > 768.0) vDestPos.x = 768.0;
            if(vDestPos.x > 768.0) vDestPos.x = 768.0;
 
 
              //Turn on our timer to perform the move?
            //Turn on our timer to perform the move?
              if( !bNeedMove )
            if( !bNeedMove )
              {
            {
                  llSetTimerEvent(fTimerInterval);
                llSetTimerEvent(fTimerInterval);
                  bNeedMove = TRUE;
                bNeedMove = TRUE;
              }
            }
              return;
            return;
          }
        }
 
 
          //////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////
          if( sCmd == "DONE" )
        if( sCmd == "DONE" )
          {
        {
              //We are done, remove script
            //We are done, remove script
              llRemoveInventory(llGetScriptName());
            llRemoveInventory(llGetScriptName());
              return;
            return;
          }
        }
 
 
          //////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////
          if( sCmd == "CLEAN" )
        if( sCmd == "CLEAN" )
          {
        {
              //Clean up
            //Clean up
              llDie();
            llDie();
              return;
            return;
          }
        }
 
 
          //////////////////////////////////////////////////////////////////////////////////////////
        //////////////////////////////////////////////////////////////////////////////////////////
          if( sCmd == "RESET" )
        if( sCmd == "RESET" )
          {
        {
              llResetScript();
            llResetScript();
          }
        }
      }
    }
 
 
      //////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////
      timer()
    timer()
      {
    {
          //Turn ourselves off
        //Turn ourselves off
          llSetTimerEvent(0.0);
        llSetTimerEvent(0.0);
 
 
          //Do we need to move?
        //Do we need to move?
          if( bNeedMove )
        if( bNeedMove )
          {
        {
              //Perform the move and clean up
            //Perform the move and clean up
              do_move();
            do_move();
              bNeedMove = FALSE;
            bNeedMove = FALSE;
          }
        }
          return;
        return;
      }
    }
  }
}
 
 
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  //////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
  state reset_listeners
state reset_listeners
  {
{
      //////////////////////////////////////////////////////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////
      state_entry()
    state_entry()
      {
    {
          state default;
        state default;
      }
    }
  }
}

Revision as of 10:18, 5 September 2007

Builder's Buddy

This is a repost of the current Builder's Buddy scripts, as originally released on the prior LSL wiki. There are two scripts; One goes in a "base" prim, which is the piece that is moved/rotated/etc. The component script goes into each linked set that makes up the rest of the large build. In short, only one base script, many component scripts. Got it?

Note to Sellers!

Due to a number of people confused by the copyright wording, here's a recap: Use this script any way you want. SELL IT EVEN! Just make sure I am given credit as the creator. That's the only restriction.

The Base Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 2.0 (Base Script)
// by Newfie Pendragon, March 2006
//
// This script is distributed with permission that it may be used in
// any way, or may be further modified/included in resale items.
// HOWEVER, if this script is used as part of a for-sale product,
// it is required that appropriate credit be given to Newfie for
// the script (or portions used in derivatives).  That's a fair price
// in exchange for unlimited use of this script, dontcha think?
//
//  SL Forum thread and new versions found here:
//  http://forums.secondlife.com/showthread.php?t=96792
///////////////////////////////////////////////////////////////////////////////
//
//  Script Purpose & Use
//
//  Functions are dependent on the "component script"
//
//  QUICK USE:
//  - Drop this script in the Base.
//  - Drop the "Component" Script in each building part.
//  - Touch  your Base, and choose RECORD
//  - Take all building parts into inventory
//  - Drag building parts from inventory into Base Prim
//  - Touch your base and choose BUILD
//
//  OTHER COMMANDS from the Touch menu
//  - To reposition, move/rotate Base Prim choose POSITION
//  - To lock into position (removes scripts) choose DONE
//  - To delete building pieces: choose CLEAN
//
///////////////////////////////////////////////////////////////////////////////
//
//  History
//
// v1.0 - 20060328 - Newfie Pendragon
//      - Original Version
// v1.1 - 20060331 - Kalidor Lazarno
//      - Added a Dialog Engine to the base script
// v1.5 - 20060612 - Androclese Antonelli
//      - Added a random number generator to the dialog engine to elimintate
//        problems with multiple BB boxes cross-talking
//      - Added a timer to the listen command to put it asleep after 10sec.
//      - Added a Menu Description
//      - Added n "creator" flag so the owner could use the same object with full
//        menu options and only a single flag change
//      - Added an "ingroup" flag to enable/disable the same group use function
//      - Non-Admin usage cleans the inventory items as they spawn
// v1.6 - 20060624 - Newfie Pendragon
//      - Added active repositioning (building moves as the base piece moves)
//      - Added "Reset" Option to unlink parts from base temporarily
//      - Modified creator flag to automatically set based if owner is creator
//      - Minor changes to improve code readability (for those learning LSL)
// v1.8 - 20070429 - Newfie Pendragon
//      - Added a variable to allow a user to tweak how long a listener is open,
//        and changed the default to 30 seconds.
// v1.9 - 20070630 - Newfie Pendragon
//      - Changed to use llRegionSay - no more 96m max distance (same sim)
//      - Changed rez sequence to be less affected by lag/gray goo fence
//      - Timer always on, less code/more reliable
// v2.0 - 20070829 - Huney Jewell
//      - Added configurable constant to determine, which Menu Options will be displayed
//      - Menu Option 'Clean' now also deletes the prim which contains this script
///////////////////////////////////////////////////////////////////////////////
 
///////////////////////////////////////////////////////////////////////////////
// Configurable Settings
 
 
// Channel used by Base Prim to talk to Component Prims
// This channel must be the same one in the component script
// A negative channel is used because it elimited accidental activations
// by an Avatar talking on obscure channels
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
                                 // ***THIS MUST MATCH IN BOTH SCRIPTS!***
 
// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = TRUE;
 
//Set to FALSE if you dont want the script to say anything while 'working'
integer chatty = TRUE;
 
//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;
 
//How often (in seconds) to perform any timed checks
float fTimerRate = 0.25;
 
//How long to sit still before exiting active mode
float fStoppedTime = 30.0;
 
//SL sometimes blocks rezzing to prevent "gray goo" attacks
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 3;
 
//Specify which Menu Options will be displayed
//FALSE will restrict full options to creator
//TRUE will offer full options to anyone
integer fullOptions = TRUE;
 
 
///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////
 
//Name each option-these names will be your button names.
string optRecord = "Record";
string optReset = "Reset";
string optBuild = "Build";
string optPos = "Position";
string optClean = "Clean";
string optDone = "Done";
 
//Menu option descriptions
string descRecord = ": Record the position of all parts\n";
string descReset = ": Forgets the position of all parts\n";
string descBuild = ": Rez inv. items and position them\n";
string descPos = ": Reposition the parts to a new location\n";
string descClean = ": De-Rez all pieces\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
 
integer MENU_CHANNEL;
integer MENU_HANDLE;
key agent;
key objectowner;
integer group;
string title = "";
list optionlist = [];
integer bMoving;
vector vLastPos;
rotation rLastRot;
integer bRezzing;
integer iListenTimeout = 0;
integer iLastRez = 0;
integer iRezIndex;
//integer bTimerOn = FALSE;
 
//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
announce_moved()
{
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime();        //Reset our throttle
    vLastPos = llGetPos();
    rLastRot = llGetRot();
    return;
}
 
 
rez_object()
{
    //Rez the object indicated by iRezIndex
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
    iLastRez = llGetUnixTime();
 
    if(!bRezzing) {
        bRezzing = TRUE;
        //timer_on();
    }
}
 
post_rez_object()
{
    if ( llGetCreator() != llGetOwner() )
        llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
}
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
    ///////////////////////////////////////////////////////////////////////////////
    changed(integer change) {
        if(change & CHANGED_OWNER)
        llResetScript();
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    state_entry () {
        //Use which menu?
        if ( llGetCreator() == llGetOwner() || fullOptions) {
            //Display all options
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild];
            title = optRecord + descRecord;
            title += optReset + descReset;
            title += optBuild + descBuild;
            title += optPos + descPos;
            title += optClean + descClean;
            title += optDone + descDone;
 
        } else {
            //Display limited options
            optionlist = [optBuild, optPos, optDone];
            title = optBuild + descBuild;
            title += optPos + descPos;
            title += optDone + descDone;
        }
 
        //Record our position
        vLastPos = llGetPos();
        rLastRot = llGetRot();
 
        llSetTimerEvent(fTimerRate);
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    touch_start (integer total_number) {
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
        agent = llDetectedKey(0); // Agent's key
        objectowner = llGetOwner(); // objowners key
        // is the Agent = the owner OR is the agent in the owners group
        if ( (objectowner == agent) || ( group && ingroup )  )  {
            iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
            MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
            llDialog(agent, title, optionlist, MENU_CHANNEL);
            //timer_on();
        }
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message) {
        if ( message == optRecord ) {
            llOwnerSay("Recording positions...");
            llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    moving_start()
    {
        if( !bMoving )
        {
            bMoving = TRUE;
            //timer_on();
            announce_moved();
        }
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    object_rez(key id) {
        //The object rezzed, perform any post-rez processing
        post_rez_object();
 
        //Move on to the next object
        //Loop through backwards (safety precaution in case of inventory change)
        iRezIndex--;
        if(iRezIndex >= 0) {
            //Attempt to rez it
            rez_object();
 
        } else {
            //Rezzing complete, now positioning
            iLastRez = 0;
            bRezzing = FALSE;
            if(chatty) llOwnerSay("Positioning");
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
        }
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    timer() {
        //Did we change position/rotation?
        if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
        {
            if( llGetTime() > fTimerRate ) {
                announce_moved();
            }
        }
 
        //Are we rezzing?
        if(bRezzing) {
            //Did the last one take too long?
            if((llGetUnixTime() - iLastRez) >= iRezWait) {
                //Yes, retry it
                if(chatty) llOwnerSay("Reattempting rez of most recent piece");
                rez_object();
            }
        }
 
        //Open listener?
        if( iListenTimeout != 0 )
        {
            //Past our close timeout?
            if( iListenTimeout <= llGetUnixTime() )
            {
                iListenTimeout = 0;
                llListenRemove(MENU_HANDLE);
            }
        }
    }
 
    ///////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Reset ourselves
        llResetScript();
    }
}

The Component Script

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.9 (Component Pieces)
// by Newfie Pendragon, March 2006
//
// This script is distributed with permission that it may be used in
// any way, or may be further modified/included in resale items.
// HOWEVER, if this script is used as part of a for-sale product,
// it is required that appropriate credit be given to Newfie for
// the script (or portions used in derivatives).  That's a fair price
// in exchange for unlimited use of this script, dontcha think?
//
//  SL Forum thread and new versions found here:
//  http://forums.secondlife.com/showthread.php?t=96792
///////////////////////////////////////////////////////////////////////////////
// INSTRUCTIONS
//  This is the *Component Piece* half of the Builders' Buddy system.
//  Drop it into each 'piece' of the building.  Drop the Base Prim Script
//  into the prim  that will be the container/box that will be used to
//  store the building once completed.  It can be in each individual
//  prim, but if you link as much as possible (and put the script in the link
//  set), it'll be much more neighbourly and less strain on the sim.
//
// QUICK USE:
//  - Drop this script in the Base.
//  - Drop the "Component" Script in each building part.
//  - Touch  your Base, and choose RECORD
//  - Take all building parts into inventory
//  - Drag building parts from inventory into Base Prim
//  - Touch your base and choose BUILD
//
///////////////////////////////////////////////////////////////////////////////
//  History
//
// v1.0 - 20060328 - Newfie Pendragon - Original Version
// v1.5 - 20060612 - Androclese Antonelli
//        - (See base script for details)
// v1.6 - 20060624 - Newfie Pendragon
//      - Added active repositioning (pieces move as the base piece moves)
//      - Pieces use WarpPos technique to instantanetly move large distances
//        - Pieces no longer move until the the "Record" option has been used
//        at least once
//      - Pieces will not move if base is not same owner as the pieces
//      - Pieces no longer 'bounce' when hitting the ground
// v1.7 - 20060821 - Correction for non-zero rotation (thanks Ed44 Gupta!)
// v1.9 - 20070630 - Added check to keep within sim edges
///////////////////////////////////////////////////////////////////////////////
 
//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25;     // Time in seconds between movement 'ticks'
integer PRIMCHAN = -19730611;    // Channel used by Base Prim to talk to Component Prims;
                                 // ***THIS MUST MATCH IN BOTH SCRIPTS!***
 
//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
vector vOffset;
rotation rRotation;
integer bNeedMove;
vector vDestPos;
rotation rDestRot;
integer bRecorded = FALSE;
 
 
////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
    //This routine searches for the first word in a string,
    // and returns it.  If no word boundary found, returns
    // the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);
 
    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, 0, pos - 1);
    else
        return In_String;
}
 
////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
{
    //This routine searches for the other-than-first words in a string,
    // and returns it.  If no word boundary found, returns
    // the an empty string.
    if( Token == "" ) Token = " ";
 
    integer pos = llSubStringIndex(In_String, Token);
 
    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
    else
        return "";
}
 
////////////////////////////////////////////////////////////////////////////////
do_move()
{
    integer i = 0;
    vector vLastPos = ZERO_VECTOR;
    while( (i < 5) && (llGetPos() != vDestPos) )
    {
        list lParams = [];
 
        //If we're not there....
        if( llGetPos() != vDestPos )
        {
            //We may be stuck on the ground...
            //Did we move at all compared to last loop?
            if( llGetPos() == vLastPos )
            {
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                //llSetPos(llGetPos() + <0, 0, 10.0>);
            } else {
                //Record our spot for 'stuck' detection
                vLastPos = llGetPos();
            }
        }
 
        //Try to move to destination
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        //(Newfie, June 2006)
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
        integer x;
        for( x = 0; x < iHops; x++ ) {
            lParams += [ PRIM_POSITION, vDestPos ];
        }
        llSetPrimitiveParams(lParams);
        //llSleep(0.1);
        i++;
    }
 
    //Set rotation
    llSetRot(rDestRot);
}
 
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        //Open up the listener
        llListen(PRIMCHAN, "", NULL_KEY, "");
    }
 
    //////////////////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Set the channel to what's specified
        if( iStart != 0 )
        {
            PRIMCHAN = iStart;
            state reset_listeners;
        }
    }
 
    //////////////////////////////////////////////////////////////////////////////////////////
    listen(integer iChan, string sName, key kID, string sText)
    {
        string sCmd = llToUpper(first_word(sText, " "));
 
        if( sCmd == "RECORD" )
        {
            sText = other_words(sText, " ");
            list lParams = llParseString2List(sText, [ "|" ], []);
            vector vBase = (vector)llList2String(lParams, 0);
            rotation rBase = (rotation)llList2String(lParams, 1);
 
            vOffset = (llGetPos() - vBase) / rBase;
            rRotation = llGetRot() / rBase;
            bRecorded = TRUE;
            llOwnerSay("Recorded position.");
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "MOVE" )
        {
            //Don't move if we've not yet recorded a position
            if( !bRecorded ) return;
 
            //Also ignore commands from bases with a different owner than us
            //(Anti-hacking measure)
            if( llGetOwner() != llGetOwnerKey(kID) ) return;
 
 
            //Calculate our destination position
            sText = other_words(sText, " ");
            list lParams = llParseString2List(sText, [ "|" ], []);
            vector vBase = (vector)llList2String(lParams, 0);
            rotation rBase = (rotation)llList2String(lParams, 1);
 
            //Calculate our destination position
            vDestPos = (vOffset * rBase) + vBase;
            rDestRot = rRotation * rBase;
 
            //Make sure our calculated position is within the sim
            if(vDestPos.x < 0.0) vDestPos.x = 0.0;
            if(vDestPos.x > 255.0) vDestPos.x = 255.0;
            if(vDestPos.y < 0.0) vDestPos.y = 0.0;
            if(vDestPos.y > 255.0) vDestPos.y = 255.0;
            if(vDestPos.x > 768.0) vDestPos.x = 768.0;
 
            //Turn on our timer to perform the move?
            if( !bNeedMove )
            {
                llSetTimerEvent(fTimerInterval);
                bNeedMove = TRUE;
            }
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "DONE" )
        {
            //We are done, remove script
            llRemoveInventory(llGetScriptName());
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "CLEAN" )
        {
            //Clean up
            llDie();
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RESET" )
        {
            llResetScript();
        }
    }
 
    //////////////////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Turn ourselves off
        llSetTimerEvent(0.0);
 
        //Do we need to move?
        if( bNeedMove )
        {
            //Perform the move and clean up
            do_move();
            bNeedMove = FALSE;
        }
        return;
    }
}
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}