removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Solution name="Opensim exploding wall and grenade">
<Project name="Opensim exploding wall and grenade" path="Opensim exploding wall and grenade\Opensim exploding wall and grenade.prj" active="true"/>
</Solution>

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:01
// :EDITED:2015-04-23 12:48:01
// :ID:1076
// :NUM:1743
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// This script is goes into a brick
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer ExplosionChannel = -1337;
integer listenHandle;
// float explosionDistance; // unused fkb
// vector impulseDirection; / unused fkb
float blastRadius = 2.0;
integer counter = 0;
integer superCounter = 0;
default
{
state_entry()
{
listenHandle = llListen(ExplosionChannel, "", "", "");
}
listen (integer channel, string name, key id, string message)
{
list messageList = llParseString2List(message, ["|"], []);// Parse Message to get greande position and explosion force
//llSay(0, messageList(0));
vector grenadeLocation = llList2Vector(messageList, 0); // Grenade position is in the first cell of the list
float explosionForce = (float)llList2String(messageList, 1); // Explosion force value is in the second cell of the list
vector objectLocation = llGetPos();
/*explosionDistance = llVecDist(grenadeLocation, objectLocation); // Calculate the distance from grenade to object
// Impulse on object is based on how close the object is to the explosion
impulseDirection = <grenadeLocation.x-objectLocation.x, grenadeLocation.y-objectLocation.y, grenadeLocation.z-objectLocation.z>;//explosionDistance;
if(explosionDistance <= 15) llApplyImpulse(impulseDirection*10, TRUE); // If the object is within 15 meters of the explosion, make object react
llSay(0, message);*/
//llSay(0, (string)objectLocation);
//llSay(0, (string)grenadeLocation);
//BELOW: From Mike
vector diff = objectLocation-grenadeLocation;//objectLocation-grenadeLocation;//mypos-bpos;
//llSay(0, (string)diff);
float mag = llVecMag(diff);
//llSay(0, (string)mag);
//llSay(0, "diff.z: " + (string)diff.z);
float cylinderMag = llVecMag(<diff.x, diff.y, 0>); // Come up with better name
if(cylinderMag < blastRadius && diff.z < blastRadius*2){ // Make bricks within blast radius and those near destroyed bricks ready to react to detonation
llSetStatus(STATUS_PHYSICS, TRUE); // make the object Physical
llSetStatus(STATUS_PHANTOM, FALSE); // no phantom objects
}
if(mag < blastRadius){ // Make all bricks within blast radius to get exploded
//llSetStatus(STATUS_PHYSICS, TRUE); // make the object Physical
//llSetStatus(STATUS_PHANTOM, FALSE); // no phantom objects
float brickMass = llGetMass();
vector velocityVector = explosionForce*diff;
vector momentumVector = brickMass * velocityVector;
//llSetVelocity(diff*(blastRadius-mag), TRUE);
//llSetPos(llGetPos()+diff*(blastRadius-mag));
llApplyImpulse(momentumVector, FALSE);//diff*(blastRadius-mag), FALSE);
//llSetForce(diff*(blastRadius-mag), TRUE);
llSetTimerEvent(1.0); // Start timer to see how long it make bricks come to rest after so many seconds
}
}
timer()
{
counter++;
if (counter == 20) {
//llSay(0, (string)llGetVel());
if (llVecMag(llGetVel()) == 0) {
llSetStatus(STATUS_PHYSICS, FALSE); // If the object has stopped moving, make it Non-physical
} else if(superCounter == 5){
llSetVelocity(<0.0,0.0,0.0>, FALSE);
llSetStatus(STATUS_PHYSICS, FALSE);
} else {
counter = 0;
superCounter++;
//llSay(0, (string)superCounter);
}
}
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:02
// :EDITED:2015-04-23 12:48:02
// :ID:1076
// :NUM:1744
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// When attached to an object, this script will allow that object to be deleted once the deleter button is pushed.
// Use: attach this script to any item that needs to be deleted regularly. This is good for cleaning up after spawning a large number of that you may or may not be keeping track of.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer objectChannel = -9;
default
{
state_entry()
{
llListen(objectChannel, "", "", "Die Prims"); // Listen for "Die Prims" to be entered broadcasted over objectChannel
}
listen(integer channel, string name, key id, string message)
{
if(message == "Die Prims") llDie(); //Delete Prims
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:03
// :EDITED:2015-04-23 12:48:03
// :ID:1076
// :NUM:1745
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// This script is used to generate lingering smoke effects after detonation of Grenade etc.
// Use: This should be applied to a grenade object. It's best if this script is placed in one of the other prims comprising the grenade other than the one using the GrenadeExploder script.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer explosionChannel = -1337; // CHannel used to make objects involved in explosions communicate with one another
// integer listenHandle; // unused - Ferd Frederix
float detonationTime = 4.0;
float counter = 0.0;
integer primGeneratorStartValue = 10;
// Modified from http://community.secondlife.com/t5/Scripting/Starting-an-explosion-script/td-p/453247
makeLingeringSmoke()
{
//local_offset is ignored
llParticleSystem([ // Taken From: http://forums-archive.secondlife.com/54/73/273441/1.html
PSYS_PART_START_ALPHA, 0.3,
PSYS_PART_END_ALPHA, 0.0,
PSYS_PART_START_COLOR, <0.667, 0.667, 0.667>,
PSYS_PART_END_COLOR, <0.667, 0.667, 0.667>,
PSYS_PART_START_SCALE, <20.0, 20.0, 20.0>,
PSYS_PART_END_SCALE, <5.0, 5.0, 5.0>,
PSYS_PART_MAX_AGE, 3.0,
PSYS_SRC_ACCEL, ZERO_VECTOR,
PSYS_SRC_ANGLE_BEGIN, 0.0,
PSYS_SRC_ANGLE_END, PI,
PSYS_SRC_BURST_PART_COUNT, 100,
PSYS_SRC_BURST_RADIUS, 0.0,
PSYS_SRC_BURST_RATE, 0.2,
PSYS_SRC_BURST_SPEED_MIN, 2.5,
PSYS_SRC_BURST_SPEED_MAX, 5.0,
PSYS_SRC_PATTERN,
PSYS_SRC_PATTERN_EXPLODE,
PSYS_PART_FLAGS,
0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
]);
}
default // Detonate grenade after so many seconds
{
state_entry()
{
}
on_rez(integer start_param)
{
if(start_param == primGeneratorStartValue) // If Grenade was spawned from the 'grenade launcher', then start the timer.
{
llSetTimerEvent(1.0); // Start timer
}
}
timer()
{
++counter;
if(counter == detonationTime-1){ // Explosion is generated one second before grenade is removed
makeLingeringSmoke(); // Generate the lingering smoke effects
}
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:04
// :EDITED:2015-04-23 12:48:04
// :ID:1076
// :NUM:1746
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
//
//This script generates the grenade prim at a certain velocity in the direction of where the avatar's camera is facing
//Use: Create a Grenade Launcher Button, and apply this script to it. Each time you click the button a grenade should fly out of it, so it's best if the button is on your HUD somewhere; this will cause the grenade to fly out of your avatar at about head level.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer Boxes = 1;
integer permission_track_camera = 0x400; // Permission varaible for tracking the camera position
vector relativePosOffset = <0.4, 0.0, 0.0>;
vector relativeVel = <7.0, 0.0, 5.0>;
rotation relativeRot = <0.0, 0.0, 0.0, 0.0>;
integer startParam = 10; // Variable needed by llRezObject that provides permissions to allow the object to be spawned
integer grenadeChannel = -9000;
makePrims(){
integer i = 0;
relativePosOffset = relativePosOffset + llGetCameraPos(); // Adjust the spawn direction to be that of the camera
vector myPos = llGetPos();
rotation myRot = llGetRot();
vector rezPos = myPos+relativePosOffset*myRot; // Set the spawn location to be offset by the avatar position and the camera position
vector rezVel = relativeVel*myRot; // modify the grenade velocity by the avatar's rotation... think of Shot Put
rotation rezRot = relativeRot*myRot; // modify the grenade rotation with that of the avatar's... again... Shot Put
// Spawn the grenade with the appropriate position, velocity, and rotation
llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), rezPos, rezVel, rezRot, startParam);
}
default
{
on_rez(integer a)
{
llResetScript();
}
state_entry()
{
}
touch_start(integer a)
{
llRegionSay(grenadeChannel, "Destroy Grenade"); // Destroy any lingering grenades... This may deprecated
makePrims();
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:00
// :EDITED:2015-04-23 12:48:00
// :ID:1076
// :NUM:1742
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
This script generates the explosion for a spawned grenade once this grenade is detonataed. This script handles the detonation events, communication with surrounding objects, and deletion of the grenade object. // Use: Apply this script to a grenade object
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer grenadeChannel = -9000; // This channel variable MUST have the same value as that in the greandeThrower script.
integer explosionChannel = -1337; // CHannel used to make nearby objects react physically to the grenade explosion
//integer listenHandle;/ unused fkb
float detonationTime = 4.0;
float counter = 0.0;
integer primGeneratorStartValue = 10;
float explosionForce = 0.5;
// BELOW: Particle Effect Variables
integer particleCount = 450;
vector particleColorStart = <1.000, 0.863, 0.000>/1.5; // Orange
vector particleColorEnd = <0.5, 0.5, 0.5>;//<0.667, 0.667, 0.667>; // Grey
vector particleScaleStart = <0.8, 0.8, 0.8>;
vector particleScaleEnd = <5.0, 5.0, 5.0>;
float particleSpeed = 8;
float particleLifetime = 0.2;
float particleBurstRate = 10.0;
string sourceTextureID = "";
vector localOffset = <0.0, 0.0, 0.0>; // local_offset is ignored
// Taken from http://community.secondlife.com/t5/Scripting/Starting-an-explosion-script/td-p/453247
fakeMakeExplosion(integer particle_count, vector particle_color_start, vector particle_color_end,
vector particle_scale_start, vector particle_scale_end, float particle_speed,
float particle_lifetime, float particle_burst_rate, string source_texture_id, vector local_offset)
{
// Make explosion burst
llParticleSystem([
PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK,
PSYS_PART_START_COLOR, particle_color_start,
PSYS_PART_END_COLOR, particle_color_end,
PSYS_PART_START_SCALE, particle_scale_start,
PSYS_PART_END_SCALE, particle_scale_end,
PSYS_PART_MAX_AGE, particle_lifetime,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
PSYS_SRC_BURST_RATE, particle_burst_rate,
PSYS_SRC_BURST_PART_COUNT, particle_count,
PSYS_SRC_BURST_SPEED_MIN, 0,
PSYS_SRC_BURST_SPEED_MAX, particle_speed
]);
}
default
{
state_entry()
{
counter = 0.0;
}
on_rez(integer start_param)
{
if(start_param == primGeneratorStartValue) // If ball was spawned from the 'grenade launcher', then start the timer.
{
llSetTimerEvent(1.0); // Start the timer
}
}
touch_start(integer num_detected) // Set grenade timer by clicking it
{
llSetTimerEvent(1.0); // Start the timer
}
timer()
{
string landLocation;
++counter;
if(counter == detonationTime-1){ // Explosion is generated one second before grenade is removed
fakeMakeExplosion(particleCount, particleColorStart, // Make an explosion
particleColorEnd, particleScaleStart,
particleScaleEnd, particleSpeed,
particleLifetime, particleBurstRate,
sourceTextureID, localOffset);
llSetAlpha(0, ALL_SIDES); // Make the grenade no longer visible... but don't delete it just yet because particle effects
llRegionSay(explosionChannel, "Smokey Time"); // Generate lingering smoke effects
llTriggerSound("Grenade_Explosion", 30.0); // Make explosion sound
landLocation = (string)llGetPos();
string grenadeMessage = landLocation + "|" + (string)explosionForce;
llRegionSay(explosionChannel, grenadeMessage); // Tell Nearby objects to react to explosion
}
if(counter == detonationTime)
{
llDie(); // Destroy Grenade
counter = 0.0; // Reset Counter... just in case
}
}
}

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Author: Steven Thompson, copyright 2015
DISCLAIMER:
INSTRUCTIONS:
Below is the Work Flow for constructing the Destructible Wall and Grenade:
There are a number of primitive objects that will need to be created in order to complete fulfill this Work Flow.
1. Brick
2. Destructible Wall
3. Deleter Button
4. Set Wall Alpha Button
5. Grenade
6. Grenade Launcher Button
I. Brick
1) Spawn a box-shaped primitive; this will be used as an individual brick of the destructible wall.
2) Set the dimensions of the primitive to x = 0.5, y = 0.24, and z = 0.25.
NOTE: These dimension values can be changed but they will also have to be changed in RezBricks.txt on line 23 where brickSize is specified.
3) Apply the following scripts to this object:
a. GetExploded.txt
b. PrimDeleter.txt
4) Name the primitive 'Brick'
5) OPTIONAL: Change the texture and color of the brick
a. Go to the Texture menu when editing the primitive
b. Find the drop-down that says 'Texture (diffuse)' and change it to 'Bumpiness (normal)'
c. Click 'Texture' and set it to 'None'
d. Click on the drop-down labeled 'Bumpiness' and select 'concrete'
6) Copy the primitive to your inventory
II. Destructible Wall:
1) Spawn a box-shaped primitive, which will act as your destructible wall.
a. Use ctrl-B to open 'Build' menu.
b. Click the box icon.
c. Move cursor over into environment and click where you want to place the primitive.
2) Set the dimensions of the primitive to those desired.
3) Name the primitive something meaningful; I named mine 'DestructibleWall'.
4) Apply the following scripts to this object:
a. RezBricks.txt
b. SetWallAlpha.txt
5) Place a copy of the 'Brick' primitive in the Destructible Wall's 'contents'
III. Deleter Button:
1) Spawn a box-shaped primitive, which will act as a Delete Button in your HUD.
2) Name the primitive something meaningful; I named mine 'DeleterButton'.
3) Apply the following script to this object:
a. DeletePrims_ButtonScript.txt
4) Take a copy of the Deleter Button primitive.
5) Apply it to your HUD:
a. Go into your inventory.
b. Right click the Deleter Button.
c. Click 'Attach to HUD' and place where desired.
d. Ensure that this button location does not intefere with other buttons.
IV. Set Wall Alpha Button:
1) Spawn a box-shaped primitive, which will act as a Button that changes the wall's alpha in your HUD.
2) Name the primitive something meaningful; I named mine 'SetWallAlphaButton'.
3) Apply the following script to this object:
a. SetWallAlpha_ButtonScript.txt
4) Take a copy of the Set Wall Alpha Button primitive.
5) Apply it to your HUD:
a. Go into your inventory.
b. Right click the Set Wall Alpha Button.
c. Click 'Attach to HUD' and place where desired.
d. Ensure that this button location does not intefere with other buttons.
V. Grenade:
1) Spawn a circle-shaped primitive; it will act as your grenade object
2) Edit the physical properties of the grenade:
a. Set the size of the Grenade primitive to be more appropriately sized: try x=0.063, y=0.063, z=0.063; adjust as needed
b. Go into 'Features' and set the following values:
i. Gravity = 1.0
ii. Friction = 0.60
iii. Density = 1000.0
iv. Bounciness = 0.50
3) Apply the following scripts:
a. GrenadeExploder.txt
4) Take a copy of this primitive.
VI. Grenade Launcher Button:
1) Spawn a box-shaped primitive, which will act as a Button that throws a grenade object.
2) Name the primitive something meaningful; I named mine 'GrenadeLauncher'.
3) Apply the following to this object:
a. GrenadeThrower.txt
b. Grenade primitive
4) Take a copy of the Grenade Launcher Button primitive.
5) Apply it to your HUD:
a. Go into your inventory.
b. Right click the Grenade Launcher Button.
c. Click 'Attach to HUD' and place where desired.
d. Ensure that this button location does not intefere with other buttons.
DIAGRAM:
For More details about how these primtives and scripts go together, refer to the image, DestructibleWall.jpeg.

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<Project name="Opensim exploding wall and grenade" guid="05b9cd54-840b-4be1-86f5-0daedb6752a0">
<Object name="Grenade" guid="5bb8b2ff-d2ff-425a-928c-07c37c1007ae">
<Script name="GrenadeExploder.lsl" guid="f6daea66-e945-4a78-996c-dc56e01c6299">
</Script>
</Object>
<Object name="Brick" guid="2b5ef2e3-8021-4a4f-984c-38f98c60410e">
<Script name="GetExploded.lsl" guid="8b6a9ae4-3199-4550-8156-f191ce89c6df">
</Script>
<Script name="PrimDeleter.lsl" guid="1128c10e-e2d1-4935-8006-17fdea47c484">
</Script>
</Object>
<Object name="Button" guid="71f1c834-f6f8-4b0e-b55d-f66959c56a6e">
<Script name="GenerateSmokeEffects.lsl" guid="3b396365-2af6-472d-bbc2-fda159d9f147">
</Script>
<Script name="GrenadeThrower.lsl" guid="f7af4fbf-3f05-4e01-9705-845396c967bd">
</Script>
</Object>
<Object name="Wall" guid="8daa6c71-1f6f-4b8b-85e4-5854568abfde" active="true">
<Script name="DeletePrims_ButtonScript.lsl" guid="d0bdef48-4ad7-4cec-911c-a134a0cd910e">
</Script>
<Script name="RezBricks.lsl" guid="f2baabc5-4825-40e0-a626-a72b30a9be42">
</Script>
<Script name="SetWallAlpha_ButtonScript.lsl" guid="5e8026b5-d56a-4e36-a718-8a4e6285f420">
</Script>
<Script name="SetWallAlpha.lsl" guid="af01c2d6-7b42-4147-a4e9-b1fbeb4a9eba">
</Script>
</Object>
</Project>

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:05
// :EDITED:2015-04-23 12:48:05
// :ID:1076
// :NUM:1747
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// This script will broadcast the message "Die Prims" across the region on the objectChannel = -9. This will cause any objects with the PrimDeleter script to get deleted.
// Use: This should be applied to a button. I called mine DeleterButton.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer objectChannel = -9;
default
{
touch_start(integer num)
{
llRegionSay(objectChannel, "Die Prims");
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:05
// :EDITED:2015-04-23 12:48:05
// :ID:1076
// :NUM:1748
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// This script spawns brick objects based off of the wall's location.
// Use: Apply this script to a hollow, non-physical, phantom wall. When the wall is clicked and if the brick object is in the wall, then bricks will be spawned in a staggered pattern
// NOTE: The dimensions of the wall aren't important. They act more as a place-holder within an environment.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer startParam = 0;
vector rezPos;
integer brickRowAmount = 5; // brickRowAmount / brickSize.z = number of bricks rows (round up)
integer brickColumnAmount = 7; // brickColumnAmount / brickSize.x = number of brick columns (round up)
default
{
state_entry()
{
}
touch_start(integer num_detected)
{
float i;
float j;
float k = 0.0;
vector brickSize = <0.5,0.24,0.25>; // Dimensions of brick placed in wall: a mechanism to grab this data is currently being made
vector wallSize = llGetScale(); // Get the wall location
rotation wallRot = llGetRot(); // Get the wall rotation
vector wallRotVector = llRot2Euler(wallRot); // Convert the wall rotation to vector so it can be applied the placement formula
// NOTE: Getting the wall to spawn bricks once it's been rotated is currently not working. This mechanism is currently being worked on.
// Below: loop for spawning bricks
for(j=0;j<brickRowAmount;j+=brickSize.z){
if(k == 0.0){ // Stagger the placement of the bricks every other row
k = brickSize.x/2; // Stagger them by half length of the bricks
} else {
k =0.0;
}
for(i=0;i<=brickColumnAmount;i+=brickSize.x){
rezPos = llGetPos() - <(wallSize.x/2 - brickSize.x/2 - (float)i + k), 0.0, (wallRotVector.z + wallSize.z/2 - brickSize.z/2 - (float)j)>; // Position Equation
llRezObject("Brick", rezPos, <0.0,0.0,0.0>, wallRot, startParam); // Rez them bricks
}
}
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:07
// :EDITED:2015-04-23 12:48:07
// :ID:1076
// :NUM:1750
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// This script is nice to have but not necessarily essential. It allows the destructible wall to switch from being visible to invisible at the press of a button, which is nice if you need to know where it is when it's not populated by bricks or when it is populated by bricks and you don't want users to see the wall.
// Use: Apply the script to the destructible that spawns the bricks. It will be listening for the corresponding button press.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer setWallAlphaButtonChannel = -88; // Channel for making the wall visible or transparent
default
{
state_entry()
{
integer listenHandle = llListen(setWallAlphaButtonChannel, "", "", ""); // Listen to SetWallAlpha Button
}
listen(integer channel, string name, key id, string message)
{
if(channel == setWallAlphaButtonChannel) { // Make sure the channel is correct
if(llGetAlpha(ALL_SIDES) == 0.0){
llSetAlpha(0.5, ALL_SIDES); // Make the wall half-way visible
} else {
llSetAlpha(0.0, ALL_SIDES); // Make the wall completely invisible
}
}
}
}

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// :SHOW:
// :CATEGORY:Explosion
// :NAME:Opensim exploding wall and grenade
// :AUTHOR:Steven Thompson
// :KEYWORDS:
// :CREATED:2015-04-23 13:48:06
// :EDITED:2015-04-23 12:48:06
// :ID:1076
// :NUM:1749
// :REV:1
// :WORLD:Second Life
// :DESCRIPTION:
// Allows the destructible wall's alpha to be changed via button click
// Use: Apply this script to a button to change the wall's aplha; I called mine SetWallAlphaButton.
// :CODE:
// Copyright 2015 ARL
//Licensed under the Apache License, Version 2.0 (the "License");
//you may not use this file except in compliance with the License.
//You may obtain a copy of the License at
//
//http://www.apache.org/licenses/LICENSE-2.0
//
//Unless required by applicable law or agreed to in writing, software
//distributed under the License is distributed on an "AS IS" BASIS,
//WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//See the License for the specific language governing permissions and
// limitations under the License.
integer setWallAlphaButtonChannel = -88;
default
{
state_entry()
{
}
touch_start(integer num_detected)
{
llRegionSay(setWallAlphaButtonChannel, ""); // Send an empty message to DestructibleWall_Brick that makes it change its alpha
}
}