removed useless _ folders
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3
Simple Quiz/Simple Quiz.sol
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3
Simple Quiz/Simple Quiz.sol
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<Solution name="Simple Quiz">
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<Project name="Simple Quiz" path="Simple Quiz\Simple Quiz.prj" active="true"/>
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</Solution>
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39
Simple Quiz/Simple Quiz/Object/Notecard.txt
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Simple Quiz/Simple Quiz/Object/Notecard.txt
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// :CATEGORY:Simple Quix
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// :NAME:Simple Quiz
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// :AUTHOR:Ferd Frederix
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// :KEYWORDS:
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// :CREATED:2014-09-24 14:53:07
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// :EDITED:2014-09-24
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// :ID:1049
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// :NUM:1662
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// :REV:1
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// :WORLD:Second Life
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// :DESCRIPTION:
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// A simple quiz to ask questions, get answers and give out a notecard
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// :CODE:
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A notecard is given when the quiz is played and won.
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I gave you a choice for it to chat publicly so anyone can hear, or privately. I set it to PRIVATE, IM chat.
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Here is why: Pairs of people play. They collaborate. And then there is the single player.
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( There are always personalities that collaborate, and there are the quiet loners/lurkers). Your system will be used to chat an answer (How many steps...").
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You do not want to speak this out loud, so I set the default to IM, or Private mode.
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Then the pairs of people and onlookers either have to collaborate or figure it out for themselves. This is good game design.
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There is another situation where I would use PUBLIC. The entrance . People wil be standing there, wondering what to do.
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If someone walks into/touches the game start, they can see the chat, and will know what to do.
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This works great for those loners that will not collaborate and are stuck. And the collaborators will see that their friend figured it out,
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and be happy for them!
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You didn't say how the prompt is triggered at the very start, so I gave some choices for you. You can do nothing, touch, or collision to get it to prompt you.
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Just set the variables COLLISION or TOUCH to FALSE or TRUE for the possible ways.
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You can set the TOUCH and COLLISION to FALSE and they have to figure out where to type, and what, somehow else.
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My experience is you need to tell them what to do. Then tell them again. So I gave you these setting to help in different places.
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Remember that with TOUCH = TRUE, they will still need to know to touch it!
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With COLLISION = TRUE, they can just bump into it, and it will tell them what to do.
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So I usually start my games with collision, tell them what to do then, and they will know to click things.
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For COLLISION, It works best as an invisible prim, and set COLLISION = TRUE.
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Make a prim 100% alpha and put it in the pathway so someone will collide with it. Whenever they walk thru it, it chats to them.
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60
Simple Quiz/Simple Quiz/Object/Simple Quiz.lsl
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60
Simple Quiz/Simple Quiz/Object/Simple Quiz.lsl
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// :CATEGORY:Quiz
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// :NAME:Simple Quiz
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// :AUTHOR:Ferd Frederix
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// :KEYWORDS:
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// :CREATED:2014-09-24 14:53:12
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// :EDITED:2014-09-24
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// :ID:1049
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// :NUM:1663
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// :REV:1
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// :WORLD:Second Life
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// :DESCRIPTION:
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// A simple notecard game with collision, or touch. Itgives a notecard when the question is answered.
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// :CODE:
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//if you touch or collide with the prim that this script is in, it will speak in chat the Prompt "Enter the password".
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//if they answer "password", it will ask them "How many steps are there leading up to the Elven village from the Queens Castle?";
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//If they answer "5", it will give them the first notecard it can find in inventory.
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integer COLLISION = TRUE; // if set to TRUE instead of FALSE, anyone who walks thru this prim will get prompted for the secret password.
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integer TOUCH = TRUE; // if set to TRUE instead of FALSE, anyone who touches this prim will get prompted for the secret password.
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integer IM = TRUE; // if TRUE, they get an Instant Message privately in chat. if FALSE it speaks Publicly.
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string Prompt = "Enter the password";
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string SecretWord = "password";
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string Question = "How many steps are there leading up to the Elven village from the Queens Castle?";
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string Answer = "5";
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default
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{
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on_rez(integer N) {
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llResetScript();
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}
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state_entry() {
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if (COLLISION)
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llVolumeDetect(TRUE); //make it phantom, and collidable
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else
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llVolumeDetect(FALSE );
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llListen(0,"","","");
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}
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listen(integer channel, string name, key id, string message) {
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if (message == SecretWord && ! IM)
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llSay(0, Question);
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else if (message == SecretWord && IM)
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llInstantMessage(id, Question);
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else if (message == Answer)
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llGiveInventory(id, llGetInventoryName(INVENTORY_NOTECARD,0));
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}
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touch(integer total_number) {
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if (TOUCH && ! IM)
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llSay(0,Prompt);
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if (TOUCH && IM)
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llInstantMessage(llDetectedKey(0),Prompt);
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}
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}
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8
Simple Quiz/Simple Quiz/Simple Quiz.prj
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8
Simple Quiz/Simple Quiz/Simple Quiz.prj
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<Project name="Simple Quiz" guid="99c1f1fd-0e5a-429a-bc4f-4335a2389a7c">
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<Object name="Object" guid="f6599b41-b6cf-4e7c-a8b6-39002926eeae" active="true">
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<Notecard name="Notecard.txt" guid="b08b1f1c-a33f-4775-b5e3-3d8e0e4a9023">
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</Notecard>
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<Script name="Simple Quiz.lsl" guid="5fa2bd4c-cd25-4e51-b521-6ecf4f767cda">
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</Script>
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</Object>
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</Project>
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