removed useless _ folders
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<Project name="AirLock_Door_Script" guid="D6DAC294-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D6DAC37A-6C00-1014-B904-200204C60A89">
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<Script name="AirLock_Door_Script_1.lsl" guid="D6DAEB1D-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:Door
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// :NAME:AirLock_Door_Script
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// :AUTHOR:Mitzpatrick Fitzsimmons
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// :CREATED:2010-01-10 05:20:56.000
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// :EDITED:2013-09-18 15:38:47
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// :ID:22
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// :NUM:32
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// :REV:1.0
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// :WORLD:Second Life
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// :DESCRIPTION:
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// Air-Lock Door Script.lsl
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// :CODE:
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//__________________________________________________ ___________________
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//Air-Lock Door Script by Mitzpatrick Fitzsimmons
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//********************** DESCRIPTION *************************
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// This door script differs from most, as it uses the
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// llSetPrimativeParams function to simulate an open
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// or closed door. It can be used with any Prim Type,
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// however, the script will need to be modified slightly.
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// I find the best effect is with BOX or CYLINDER, as it
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// reminds me of a Star-Trek type operation.
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// The benefits with this type of door is that no rotation
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// factors need to be calculated (as there is no real movement)
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// but it might not be the best solution for a "HOUSE-TYPE" door.
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// I use this on my space-ship, and it looks pretty cool IMHO.
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// Note that the prim you use will need to be rotated 90 on the X
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// or Y axis for a door that you would walk through, or if you plan
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// to jump/fly through you can leave it as is.
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// This script is set to the owners chat commands on channel 1
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// but can easily be modified to a touch responce or other method.
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// Feel free to modify this script as you see fit, and NO you
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// dont need to give me any credit, OR leave this 'EXTRA-LONG'
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// DESCRIPTION in it....heheh :)
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//---------------------------------------------------------------------------------- GLOBAL VARIABLES
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// I find it is easier to copy the UUID of your sounds and then set them as Globals rather than to have
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// mulitple copies stuffed inside your prims... just a thought. You dont need to use sounds, but it's more fun.
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key DOOR_OPEN_SOUND=" "; //Paste the UUID of your favorite door sound between the quotes
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key DOOR_CLOSE_SOUND=" "; //Paste the UUID of your favorite door sound between the quotes
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//---------------------------------------------------------------------------------- FUNCTIONS
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OPEN_DOOR() {
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llPlaySound(DOOR_OPEN_SOUND, 1);
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llWhisper(0, "Door open!");
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// Here is where the door open effect comes into play. the setting is 0.60 (just above half) play around with it to suit your needs.
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llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, 0, <0.0, 1.0, 0.0>, 0.60, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]);
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}
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CLOSE_DOOR() {
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llPlaySound(DOOR_CLOSE_SOUND, 1);
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llWhisper(0, "Door closed!");
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llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_CYLINDER, 0, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>]);
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}
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//---------------------------------------------------------------------------------- MEAT & POTATOES
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default
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{
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state_entry() {
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llListen(1,"",llGetOwner(),""); // Listens for the OWNER on channel 1
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llSay(0, "Activated"); // Just something I use to know the door is working. You can leave this out if you want.
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}
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listen(integer channel, string name, key id, string message) {
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if(id==llGetOwner()) { // WE WILL ONLY LISTEN TO THE OWNER
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if( message == "open door1" ) { // I number doors so I can call on just one specific door at a time
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OPEN_DOOR();
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}
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if( message == "open all" ) { // For multiple doors to open simutaneously
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OPEN_DOOR();
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}
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if( message == "close door1" ) {
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CLOSE_DOOR();
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}
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if( message == "close all" ) {
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CLOSE_DOOR();
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}
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}else
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{
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llSay(0, "You are not the OWNER." ); // In case someone else trys to open your door
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}
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}
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}// END //
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