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<Solution name="NPC_Router">
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<Project name="NPC_Router" path="NPC_Router\NPC_Router.prj" active="true"/>
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</Solution>
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<Project name="NPC_Router" guid="D8F67CFC-6C00-1014-B904-200204C60A89">
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<Object name="Object" guid="D8F67E16-6C00-1014-B904-200204C60A89">
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<Script name="NPC_Router_1.lsl" guid="D8F6A76A-6C00-1014-B904-200204C60A89">
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</Script>
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</Object>
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</Project>
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// :CATEGORY:OpenSim NPC
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// :NAME:NPC_Router
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// :AUTHOR:DZ
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// :CREATED:2013-08-02 12:55:45.110
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// :EDITED:2013-09-18 15:38:58
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// :ID:574
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// :NUM:787
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// :REV:1.0
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// :WORLD:OpenSim
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// :DESCRIPTION:
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// This script re-directs any NPC that collides with the object to a random destination selected from an internal list.
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// Once the routers are placed, a text label display can be toggled by touching it. This makes it easy to collect locations
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// Routers should be placed to facilitate collisions with the avatar capsules.
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// The real trick of this router design is the rotate calculations. These prevents the NPCs from walking backwards when assigned new targets "behind" them.
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//
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// License:
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// You are free:
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// to Share — to copy, distribute and transmit the work
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// to Remix — to adapt the work
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// to make commercial use of the work
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//
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See http://creativecommons.org/licenses/by-sa/2.5/
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// :CODE:
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// OpenSimian NPC router
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// Douglas Osborn MOSES version 2013May06
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// Assign random destination to a NPC that collides with volume detect object
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// Drop the script in a prim, resize and position the prim to facilitate collision with NPC av capsules
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// Modify the list of destination vectors to reflect your layout.
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// Router position text labels can be toggled by touching the prim. This also triggers the setpos()
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// This design imlements rotation calculations to prevent NPC avatars from walking backwards
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// Permissions and information about the rotation functions was here..
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// http://wiki.secondlife.com/wiki/User:Pedro_Oval/Calculate_rotation_for_pointing_in_a_direction
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// Due credit is here ... Written by Pedro Oval, 2011-01-11
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rotation PointAtHoriz2Rot(vector target)
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{
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return llRotBetween(<1., 0., 0.>, <target.x, target.y, 0.>);
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}
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rotation PointAt2Rot(vector target)
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{
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rotation r = PointAtHoriz2Rot(target);
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return llRotBetween(<1., 0., 0.>, target/r) * r;
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}
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// end of Pedros' rotation magic
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list DestinationList = [<70.0,70.0,30.0>,<97.0,100.0,37.0>,<70.0,190.0,33.0>];
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// Modify DestinationList.. Keep the list of vectors small to minimize processing
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// Be VERY careful about assigning destinations outside of the region.
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// NPC's will move in a direct line, design your "paths" to be as free of obstacles as possible
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integer numDests = 0;
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integer showPos = 0;
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default
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{
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state_entry()
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{
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llVolumeDetect(TRUE); // Starts llVolumeDetect
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numDests = llGetListLength(DestinationList);
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@@ -1,7 +0,0 @@
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vti_encoding:SR|utf8-nl
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vti_timelastmodified:TR|08 Sep 2013 03:49:04 -0000
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vti_extenderversion:SR|12.0.0.6211
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vti_backlinkinfo:VX|
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vti_author:SR|alien\\fred
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vti_modifiedby:SR|alien\\fred
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vti_timecreated:TR|18 Sep 2013 20:38:58 -0000
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@@ -1,6 +0,0 @@
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vti_encoding:SR|utf8-nl
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vti_timelastmodified:TR|17 Aug 2013 23:32:41 -0000
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vti_extenderversion:SR|12.0.0.0
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vti_cacheddtm:TX|17 Aug 2013 23:32:41 -0000
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vti_filesize:IR|259
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vti_backlinkinfo:VX|
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@@ -1,6 +0,0 @@
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vti_encoding:SR|utf8-nl
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vti_timelastmodified:TR|17 Aug 2013 23:32:41 -0000
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vti_extenderversion:SR|12.0.0.0
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vti_cacheddtm:TX|17 Aug 2013 23:32:41 -0000
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vti_filesize:IR|120
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vti_backlinkinfo:VX|
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