removed useless _ folders
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// :CATEGORY:Helicopter
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// :NAME:Helicopter scripts
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// :AUTHOR:Anonymous
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// :CREATED:2013-09-06
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// :EDITED:2013-09-18 15:38:54
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// :ID:377
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// :NUM:524
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// :REV:1
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// :WORLD:Second Life
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// :DESCRIPTION:
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// bullet rezzer
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// :CODE:
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// simple cannon pointer script
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// just go into mouselook, it will point wherever you look
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// mouse button rezzes a bullet. Release the button to stop firing.
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// can only fire 10 rounds per second, max.
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// the bullet will be fired from center of the entire bullet or missile. To have the bullet rez from the center of the root prim,
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// change llRezObject to llRezAtRoot instead.
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integer debugon = FALSE; // set to TRUE for debug to owner only.
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vector ANGLE = <0,0,90> ; // used to point the gun 90 degrees rotated around the Z axis, this may need to be changed. It depends upon your prim and how the gun sticks out of it.
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string shoot = "shoot"; // the sound it makes when firing, must be in inventory. You can change this to:
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// key shoot = "12345000-0000-0000-0000-000000000001"; // where this is a copied UUID from your inventory and then there is no need to give away the sound file.
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// The avatar must be within 2 meters of the gun script, or it will not aim or fire
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// the original value was 20, which is horrible laggy in comparison as it must scan an area 4 * PI R squared larger ( 100 times more work), for no good reason!
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// But if it is made larger, you can shoot the gun from a greater distance
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float DISTANCE = 2; // Make this as small as possible to control lag
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float SPEED = 40.0; // how fast the bullet flies away, this is really fast! For a missile, set it to 0 and make the missile do its own acceleration
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// code bgins
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// general purpose Debug("some message");
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Debug( string msg)
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{
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if (debugon)
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llOwnerSay(msg);
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}
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default
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{
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state_entry()
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{
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// normally, this little bit of code is disabled by FALSE. It can be deleted entirely. But it is extremely handy!
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// This routine lets you change hard coded rotations to vectors so humans can work on them
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// It does not run unless you set this to TRUE
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// When it runs, it takes whatever crap quaternion has been copied from old code into a vector
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// It prints the vector in degrees
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// a crap quaternion looks like this, and has 4 numbers:
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// <0.00000, 0.00000, 0.70711, 0.70711> // bet you didn't know this is a rotation of 90 degrees around the Z axis!
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// sample output when set to TRUE:
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// original:<0.00000, 0.00000, 0.70711, 0.70711> This was the original, copied quaternion
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// replacement:<0.00000, 0.00000, 90.00000> aha, its a 90 degree rotation about Z
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// How to use it: Whenever you see a rotation hard-coded in like this, don't cuss at the programmer, they didn't know better.
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// llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>);
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// Paste the old crap rotation <..> in the arot line below, set the variable to TRUE, and then change the script to this line, where the <0,0,90> is whatever the script spits out:
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// llSetRot(llEuler2Rot(<0,0,90> * DEG_TO_RAD)); // change <0,0,90> to the vector form
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// much easier to change and the same as this unreadable crap:
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// llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>);
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// one last thing: <0.00000,0.0000, 0.00000, 1.0000> ( 0,0,0,1) is a ZERO rotation, or <0,0,0> as a vector. That's easy to remember so you can just change it to llSetRot(ZERO_VECTOR);
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// you can comment this all out, but there is really no need, it just saves a few bytes of memory if you comment it out
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if (FALSE) // set to TRUE to conver any 4-vector quaternion into a human readable 3-unit vector.
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{
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rotation arot = <0.00000, 0.00000, 0.70711, 0.70711>; // replace this with your crappy quaternion
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llOwnerSay("original:" + (string) arot);
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vector in_degrees = llRot2Euler(arot);
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in_degrees *= RAD_TO_DEG;
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llOwnerSay("replacement:" + (string) in_degrees); // output it as a vector in degrees instead of radians.
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}
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}
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touch_start(integer total_number)
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{
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integer i;
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// MUST scan over all people who touch, and only allow the owner to fire the weapon.
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// many people can click at the same time, how many is in total_number
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for (i = 0; i < total_number; i++)
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{
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// See if this person is the owner
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if (llDetectedKey(i) == llGetOwner())
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{
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llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS);
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Debug("Requesting Permissions");
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}
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}
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}
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touch_end(integer total_number)
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{
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integer i;
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for (i = 0; i < total_number; i++)
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{
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// See if this person is the owner
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if (llDetectedKey(i) == llGetOwner())
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{
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llReleaseControls();
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llSensorRemove();
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llSetRot(llEuler2Rot(ANGLE * DEG_TO_RAD));
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Debug("stopped firing");
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}
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}
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}
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sensor(integer sense)
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{
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rotation k = llDetectedRot(0);
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llRotLookAt(k, 0.1, 0.1);
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}
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// oh dear, the avatar is out of range
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no_sensor()
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{
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llReleaseControls();
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llSensorRemove();
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llSetRot(llEuler2Rot(ANGLE * DEG_TO_RAD)); // this is the same as the following line, but easily changed
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//llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); // old crap code, actually <0.00000, 0.00000, 90.00000>
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Debug("No Owner nearby, check the DISTANCE variable");
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}
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run_time_permissions(integer perm)
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{
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if(perm & PERMISSION_TAKE_CONTROLS)
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{
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Debug("Permissions to take controls has been granted");
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llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
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llSensorRepeat("", llGetOwner(), AGENT, DISTANCE, TWO_PI, 0.1); // look for the owner only
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}
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}
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control(key name, integer levels, integer edges)
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{
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// mouse left button pressed
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if (levels & CONTROL_ML_LBUTTON)
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{
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rotation rot = llGetRot(); // mouselook rotation
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vector vel = llRot2Fwd(rot); // forward direction only
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vector pos = llGetPos(); // gun position
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pos = pos + vel; // add to gun position the forward direction
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pos.z += 0.0; // worthless by adding a 0, but by changing 0.0 to another number you can fire higher or lower than the prim this script is in.
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vel = vel * SPEED; // multiply all 3 coordinates by the constant SPEED to set a bullet speed.
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llTriggerSound(shoot, 1.0);
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llRezObject("bullet", pos, vel, rot, 1); // sends a 1 to the bullet, to the on_rez(integer start_param)
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}
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}
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}
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