// huffware script: minnow, modifications by fred huffhines. // // this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html // do not use it in objects without fully realizing you are implicitly accepting that license. // // original attributions: // Fixit Galatea generic boat script // This script uses the basic direction keys for boat operation and requires // the final prim to be oriented at rotation <0, 0, 0>. //**************************************************************************** //**************************************************************************** //**************************************************************************** //* The following items can be edited in this script. See the comment for each //* item to see how it work when it is changed. //**************************************************************************** //* When the forward key is pressed and the mouse button is pressed at the //* same time, this speed is used. This number should be between 0.0 and 30.0, //* with higher numbers giving faster performance. float fastspeed = 16.0; //* When the forward key is pressed and the mouse button is NOT pressed, this //* speed is used. This number should be between 0.0 and whatever the //* fastspeed value was set at, with higher numbers giving faster performance. float slowspeed = 8.0; //* This is the reverse speed. It shouldn't be too fast, but can be between //* 0.0 and 30.0. float backspeed = 2.0; //* This is the vehicle 'hover' height, or how far it sits out of the water. //* Adjust this as necessary for your boat. float floatheight = 0.44; //* If the boat is to ramp up speed slowly, set the following value to '1'. //* Otherwise, the board will instantly reach full speed when the forward //* key is pressed. integer fastforward = 0; // NOT IMPLEMENTED YET //* Turning speed, a small turning speed is best float turnspeed = 1.5; //* If the boat 'angles' into turns, set the following value to '1'. //* Otherwise, the boat will do flat turns. integer angledturn = 1; // NOT IMPLEMENTED YET //* Height offset of seat //vector seatheight = <.2, 0, 0.35>; vector camera_lives_at = <-7, 0, 3>; // where the camera is poised when the avatar is seated. vector camera_looks_at = <4, 0, 1>; //**************************************************************************** //**************************************************************************** //**************************************************************************** // Initialize the vehicle as a boat vehicle_init() { llSetVehicleType(VEHICLE_TYPE_BOAT); // least for forward-back, most friction for up-down llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <10, 1, 3>); // uniform angular friction (setting it as a scalar rather than a vector) llSetVehicleFloatParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, 0.1); // linear motor wins after about five seconds, decays after about a minute llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0>); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.05); // agular motor wins after four seconds, decays in same amount of time llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <0, 0, 0>); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.2); // hover llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT, floatheight); llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY, 0.2); llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 0.4); llSetVehicleFloatParam(VEHICLE_BUOYANCY, 1.0); // Slight linear deflection with timescale of 1 seconds llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.1); llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 1); // Slight angular deflection llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.1); llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 6); // somewhat bounscy vertical attractor llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.5); llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 1); // weak negative damped banking llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_MIX, 1.0); llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.1); // default rotation of local frame llSetVehicleRotationParam(VEHICLE_REFERENCE_FRAME, llEuler2Rot(<0, 0, 0>)); // remove these flags. //disabled due to opensim problems running this call. // llRemoveVehicleFlags(VEHICLE_FLAG_HOVER_TERRAIN_ONLY // | VEHICLE_FLAG_LIMIT_ROLL_ONLY // | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT); // set these flags // llSetVehicleFlags(VEHICLE_FLAG_NO_DEFLECTION_UP // | VEHICLE_FLAG_HOVER_WATER_ONLY // | VEHICLE_FLAG_HOVER_UP_ONLY // | VEHICLE_FLAG_LIMIT_MOTOR_UP); } // Setup everything all_setup() { // Display version number llWhisper(0, "running script " + llGetScriptName()); llSetStatus(STATUS_PHYSICS, FALSE); // Set sit direction (forward) and sight location slightly up and behind // llSitTarget(seatheight, llEuler2Rot(<0, 0, 0>)); llSetCameraAtOffset(camera_looks_at); llSetCameraEyeOffset(camera_lives_at); llSetSitText("Pilot"); // Initialize vehicle states vehicle_init(); // Set up listener callback function llListen(0, "", llGetOwner(), ""); } ////////////// // huffware script: auto-retire, by fred huffhines, version 2.5. // distributed under BSD-like license. // !! keep in mind that this code must be *copied* into another // !! script that you wish to add auto-retirement capability to. // when a script has auto_retire in it, it can be dropped into an // object and the most recent version of the script will destroy // all older versions. // // the version numbers are embedded into the script names themselves. // the notation for versions uses a letter 'v', followed by two numbers // in the form "major.minor". // major and minor versions are implicitly considered as a floating point // number that increases with each newer version of the script. thus, // "hazmap v0.1" might be the first script in the "hazmap" script continuum, // and "hazmap v3.2" is a more recent version. // // example usage of the auto-retirement script: // default { // state_entry() { // auto_retire(); // make sure newest addition is only version of script. // } // } // this script is partly based on the self-upgrading scripts from markov brodsky // and jippen faddoul. ////////////// auto_retire() { string self = llGetScriptName(); // the name of this script. list split = compute_basename_and_version(self); if (llGetListLength(split) != 2) return; // nothing to do for this script. string basename = llList2String(split, 0); // script name with no version attached. string version_string = llList2String(split, 1); // the version found. integer posn; // find any scripts that match the basename. they are variants of this script. for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) { //log_it("invpo=" + (string)posn); string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn); if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) { // found a basic match at least. list inv_split = compute_basename_and_version(curr_script); if (llGetListLength(inv_split) == 2) { // see if this script is more ancient. string inv_version_string = llList2String(inv_split, 1); // the version found. // must make sure that the retiring script is completely the identical basename; // just matching in the front doesn't make it a relative. if ( (llList2String(inv_split, 0) == basename) && ((float)inv_version_string < (float)version_string) ) { // remove script with same name from inventory that has inferior version. llRemoveInventory(curr_script); } } } } } // // separates the base script name and version number. used by auto_retire. list compute_basename_and_version(string to_chop_up) { // minimum script name is 2 characters plus a version. integer space_v_posn; // find the last useful space and 'v' combo. for (space_v_posn = llStringLength(to_chop_up) - 3; (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v"); space_v_posn--) { // look for space and v but do nothing else. //log_it("pos=" + (string)space_v_posn); } if (space_v_posn < 2) return []; // no space found. //log_it("space v@" + (string)space_v_posn); // now we zoom through the stuff after our beloved v character and find any evil // space characters, which are most likely from SL having found a duplicate item // name and not so helpfully renamed it for us. integer indy; for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) { //log_it("indy=" + (string)space_v_posn); if (llGetSubString(to_chop_up, indy, indy) == " ") { // found one; zap it. since we're going backwards we don't need to // adjust the loop at all. to_chop_up = llDeleteSubString(to_chop_up, indy, indy); //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up); } } string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1); // ditch the space character for our numerical check. string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1); // strip out a 'v' if there is one. if (llGetSubString(chop_suffix, 0, 0) == "v") chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1); // if valid floating point number and greater than zero, that works for our version. string basename = to_chop_up; // script name with no version attached. if ((float)chop_suffix > 0.0) { // this is a big success right here. basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1); return [ basename, chop_suffix ]; } // seems like we found nothing useful. return []; } // ////////////// // State (default) event handlers default { state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; } on_rez(integer parm) { state rerun; } } state rerun { state_entry() { state default; } } state real_default { state_entry() { auto_retire(); all_setup(); } on_rez(integer start_param) { llSetStatus(STATUS_PHYSICS, FALSE); } run_time_permissions(integer permissions) { // Get user permissions if ((permissions & PERMISSION_TAKE_CONTROLS) == PERMISSION_TAKE_CONTROLS) { llTakeControls(CONTROL_ML_LBUTTON | CONTROL_FWD | CONTROL_BACK | CONTROL_LEFT | CONTROL_RIGHT | CONTROL_ROT_LEFT | CONTROL_ROT_RIGHT, TRUE, FALSE); } } changed(integer change) { if (change & CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if (agent) { if (agent != llGetOwner()) { llSay(0, "This boat isn't yours, but you can buy a copy!"); llUnSit(agent); } else { llRequestPermissions(agent, PERMISSION_TAKE_CONTROLS); llSetStatus(STATUS_PHYSICS, TRUE); } } else { llReleaseControls(); llSetStatus(STATUS_PHYSICS, FALSE); } } } control(key name, integer levels, integer edges) { float side = 0.0; float forw = 0.0; float move = 0.0; float turn; if (levels & CONTROL_ML_LBUTTON) { move = fastspeed; turn = 1.5 * turnspeed; // forw = 2 * PI / 3; } else if (levels & CONTROL_FWD) { move = slowspeed; turn = 1.0 * turnspeed; // forw = PI / 2; } else if (levels & CONTROL_BACK) { move = -backspeed; // forw = -PI / 3; // turn = -1.0 * turnspeed; } if (levels & (CONTROL_LEFT | CONTROL_ROT_LEFT)) { if (move == fastspeed) { side = turnspeed; // forw = PI; } else if (move != 0) { side = turnspeed; // forw = PI / 3; } else { side = .67 * turnspeed; // forw = PI / 4; move = 0.1; } } else if (levels & (CONTROL_RIGHT | CONTROL_ROT_RIGHT)) { if (move == fastspeed) { side = -turnspeed; // forw = PI; } else if (move != 0) { side = -turnspeed; // forw = PI / 3; } else { side = -.67 * turnspeed; // forw = PI / 4; move = 0.1; } } if (move == 0) { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0, 0, 0>); } else { llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, ); llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, <-side / 5, 0, side>); } } listen(integer channel, string name, key id, string message) { list params = llParseString2List(message, [" "], [":"]); string cmd = llList2String(params, 0); integer enable = llList2Integer(params, 1); // Commands ; } touch_start(integer total_number) { key id = llDetectedOwner(total_number - 1); // llGiveInventory(id, "Info card"); } }