// huffware script: rotanium rotato, by fred huffhines. // // causes the object to rotate according to the parameters set below. // this can use herky-jerky timed rotation with llSetRot or it can use // smooth rotation with llTargetOmega. // // 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. // integer RANDOMIZE_ROTATION = TRUE; integer SMOOTH_ROTATION = TRUE; // if this is true, then the object will rotate smoothly rather than // being rotated by the timer. float SMOOTH_TIMER_FREQUENCY = 14.0; // the smooth rotater doesn't need to hit the timer all that often. float SMOOTH_CHANCE_FOR_ADJUSTING = 0.8; // we won't always change the smooth rotation, even though our timer // is pretty slow. float SMOOTH_ROTATION_GAIN_MAX = 0.0490873852122; // the gain is how fast we will rotate in radians per second. // PI / 2 is about 90 degrees per second, which seems way too fast. // 0.196349540849 is about PI / 16, 0.0981747704244 is about PI / 32, // and 0.0490873852122 is about PI / 64. float JERKY_TIMER_FREQUENCY = 0.50; // this is the fastest that llSetRot rotation can happen anyhow, // so we fire the timer at this rate. float JERKY_CHANCE_FOR_ADJUSTING = 0.1; // this is the probability of changing the current direction. vector current_add_in = <0.0, 0.0, 0.4>; // randomly assigned to if RANDOMIZE_ROTATION is true. float current_gain = -0.05; // speed of smooth rotation; will randomly change if RANDOMIZE_ROTATION is true. float MIN_ADDITION = 0.01; // smallest amount of change we will ever have. float MAX_ADDITION = 7.0; // largest amount of change we will ever have. // sets the gain and add in to random choices. randomize_values() { current_gain = randomize_within_range(0.001, SMOOTH_ROTATION_GAIN_MAX, TRUE); current_add_in = random_vector(MIN_ADDITION, MAX_ADDITION, TRUE); } // performs the timed rotation that has been configured for us. rotate_as_requested() { if (SMOOTH_ROTATION) { // our slack timer went off, so randomize the rotation if requested. if (RANDOMIZE_ROTATION && (llFrand(1.0) >= SMOOTH_CHANCE_FOR_ADJUSTING) ) randomize_values(); // make sure we are using the rotational values we were asked to. llTargetOmega(current_add_in, current_gain, 1.0); } else { // herky jerky rotation. //hmmm: seeing that GetRot or GetLocalRot might be useful at different times. rotation curr_rot = llGetLocalRot(); // get our current state. vector euler_curr = llRot2Euler(curr_rot); // turn into euler coords. euler_curr *= RAD_TO_DEG; // convert to degrees. vector new_rot = euler_curr + current_add_in; // add our adjustment in. new_rot *= DEG_TO_RAD; // convert to radians. rotation quat = llEuler2Rot(new_rot); // convert to quaternion llSetLocalRot(quat); // rotate the object //will the local work for a single prim? //in the current case, we do want just the local rot to change. // change the rotation add-in if the mood strikes us. float starter = 0.420; // where we start looking for change. float change_cap = starter + JERKY_CHANCE_FOR_ADJUSTING; float randomness = llFrand(1.000); if ( (randomness <= change_cap) && (randomness >= starter) ) { // time for a change in the rotation. if (RANDOMIZE_ROTATION) randomize_values(); } } } ////////////// // start of hufflets... ////////////// // 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 []; } // ////////////// // returns a number at most "maximum" and at least "minimum". // if "allow_negative" is TRUE, then the return may be positive or negative. float randomize_within_range(float minimum, float maximum, integer allow_negative) { if (minimum > maximum) { // flip the two if they are reversed. float temp = minimum; minimum = maximum; maximum = temp; } float to_return = minimum + llFrand(maximum - minimum); if (allow_negative) { if (llFrand(1.0) < 0.5) to_return *= -1.0; } return to_return; } // returns a random vector where x,y,z will be between "minimums" and "maximums" // x,y,z components. if "allow_negative" is true, then any component will // randomly be negative or positive. vector random_bound_vector(vector minimums, vector maximums, integer allow_negative) { return ; } // returns a vector whose components are between minimum and maximum. // if allow_negative is true, then they can be either positive or negative. vector random_vector(float minimum, float maximum, integer allow_negative) { return random_bound_vector(, , allow_negative); } // end hufflets ////////////// 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(); // if needed, we will set our initial random rotation. if (RANDOMIZE_ROTATION) randomize_values(); // do a first rotate, so we move right at startup. otherwise we won't move // until after our first timer hits. rotate_as_requested(); // now set the timer for our mode. if (SMOOTH_ROTATION) { llSetTimerEvent(SMOOTH_TIMER_FREQUENCY); } else { llSetTimerEvent(JERKY_TIMER_FREQUENCY); } } timer() { rotate_as_requested(); } }