// :CATEGORY:Helicopter // :NAME:Helicopter scripts // :AUTHOR:Anonymous // :CREATED:2013-09-06 // :EDITED:2013-09-18 15:38:54 // :ID:377 // :NUM:524 // :REV:1 // :WORLD:Second Life // :DESCRIPTION: // bullet rezzer // :CODE: // simple cannon pointer script // just go into mouselook, it will point wherever you look // mouse button rezzes a bullet. Release the button to stop firing. // can only fire 10 rounds per second, max. // 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, // change llRezObject to llRezAtRoot instead. integer debugon = FALSE; // set to TRUE for debug to owner only. 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. string shoot = "shoot"; // the sound it makes when firing, must be in inventory. You can change this to: // 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. // The avatar must be within 2 meters of the gun script, or it will not aim or fire // 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! // But if it is made larger, you can shoot the gun from a greater distance float DISTANCE = 2; // Make this as small as possible to control lag 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 // code bgins // general purpose Debug("some message"); Debug( string msg) { if (debugon) llOwnerSay(msg); } default { state_entry() { // normally, this little bit of code is disabled by FALSE. It can be deleted entirely. But it is extremely handy! // This routine lets you change hard coded rotations to vectors so humans can work on them // It does not run unless you set this to TRUE // When it runs, it takes whatever crap quaternion has been copied from old code into a vector // It prints the vector in degrees // a crap quaternion looks like this, and has 4 numbers: // <0.00000, 0.00000, 0.70711, 0.70711> // bet you didn't know this is a rotation of 90 degrees around the Z axis! // sample output when set to TRUE: // original:<0.00000, 0.00000, 0.70711, 0.70711> This was the original, copied quaternion // replacement:<0.00000, 0.00000, 90.00000> aha, its a 90 degree rotation about Z // 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. // llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); // 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: // llSetRot(llEuler2Rot(<0,0,90> * DEG_TO_RAD)); // change <0,0,90> to the vector form // much easier to change and the same as this unreadable crap: // llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); // 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); // 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 if (FALSE) // set to TRUE to conver any 4-vector quaternion into a human readable 3-unit vector. { rotation arot = <0.00000, 0.00000, 0.70711, 0.70711>; // replace this with your crappy quaternion llOwnerSay("original:" + (string) arot); vector in_degrees = llRot2Euler(arot); in_degrees *= RAD_TO_DEG; llOwnerSay("replacement:" + (string) in_degrees); // output it as a vector in degrees instead of radians. } } touch_start(integer total_number) { integer i; // MUST scan over all people who touch, and only allow the owner to fire the weapon. // many people can click at the same time, how many is in total_number for (i = 0; i < total_number; i++) { // See if this person is the owner if (llDetectedKey(i) == llGetOwner()) { llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS); Debug("Requesting Permissions"); } } } touch_end(integer total_number) { integer i; for (i = 0; i < total_number; i++) { // See if this person is the owner if (llDetectedKey(i) == llGetOwner()) { llReleaseControls(); llSensorRemove(); llSetRot(llEuler2Rot(ANGLE * DEG_TO_RAD)); Debug("stopped firing"); } } } sensor(integer sense) { rotation k = llDetectedRot(0); llRotLookAt(k, 0.1, 0.1); } // oh dear, the avatar is out of range no_sensor() { llReleaseControls(); llSensorRemove(); llSetRot(llEuler2Rot(ANGLE * DEG_TO_RAD)); // this is the same as the following line, but easily changed //llSetRot(<-0.00000, -0.00000, 0.70711, 0.70711>); // old crap code, actually <0.00000, 0.00000, 90.00000> Debug("No Owner nearby, check the DISTANCE variable"); } run_time_permissions(integer perm) { if(perm & PERMISSION_TAKE_CONTROLS) { Debug("Permissions to take controls has been granted"); llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); llSensorRepeat("", llGetOwner(), AGENT, DISTANCE, TWO_PI, 0.1); // look for the owner only } } control(key name, integer levels, integer edges) { // mouse left button pressed if (levels & CONTROL_ML_LBUTTON) { rotation rot = llGetRot(); // mouselook rotation vector vel = llRot2Fwd(rot); // forward direction only vector pos = llGetPos(); // gun position pos = pos + vel; // add to gun position the forward direction 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. vel = vel * SPEED; // multiply all 3 coordinates by the constant SPEED to set a bullet speed. llTriggerSound(shoot, 1.0); llRezObject("bullet", pos, vel, rot, 1); // sends a 1 to the bullet, to the on_rez(integer start_param) } } }