// // Popgun // // This script is a basic gun- it waits for a mouseclick in mouselook and // then fires a bullet in the direction the user is facing. // It also animates the avatar holding it, to create a convining hold and // firing look for the gun. // // This script can be used as a good basis for other weapons. // float SPEED = 20.0; // Speed of arrow in meters/sec integer LIFETIME = 7; // How many seconds will bullets live // before deleting themselves float DELAY = 0.2; // Delay between shots to impose vector vel; // Used to store velocity of arrow to be shot vector pos; // Used to store position of arrow to be shot rotation rot; // Used to store rotation of arrow to be shot integer have_permissions = FALSE; // Indicates whether wearer has yet given permission // to take over their controls and animation. integer armed = TRUE; // Used to impose a short delay between firings string instruction_held_1 = "Use Mouselook (press 'M') to shoot me."; string instruction_held_2 = "Choose 'Detach' from my menu to take me off."; // Echoed to wearer when they are holding the bow string instruction_not_held = "Right-click (apple-click) me, and choose More > Wear' from the menu to use me."; // Echoed to toucher if not worn fire() { // // This subroutine creates and fires an arrow // if (armed) { // // Actually fires the arrow // armed = FALSE; rot = llGetRot(); // Get current avatar mouselook direction vel = llRot2Fwd(rot); // Convert rotation to a direction vector pos = llGetPos(); // Get position of avatar to create arrow pos = pos + vel; // Create arrow slightly in direction of travel pos.z += 0.75; // Correct creation point upward to eye point // from hips, so that in mouselook we see arrow // travelling away from the camera. vel = vel * SPEED; // Multiply normalized vector by speed //llStartAnimation("shoot_R_handgun"); // Trigger the bow release animation llTriggerSound("shoot", 1.0); // Make the sound of the arrow being shot llRezObject("bullet", pos, vel, rot, LIFETIME); // Create the actual arrow from object // inventory, and set its position, velocity, // and rotation. Pass a parameter to it to // tell it how long to live. llSetTimerEvent(DELAY); // Wait until can fire again } } default { state_entry() // // This routine is called whenever the script is edited and restarted. So if you // are editing the bow while wearing it, this code will re-request permissions // to animate and capture controls. // { if (!have_permissions) { llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); } } on_rez(integer param) { // // Called when the gun is created from inventory. // llPreloadSound("shoot"); // Preload shooting sound so you hear it } run_time_permissions(integer permissions) { // // This routine is called when the user accepts the permissions request // (sometimes this is automatic) // so on receiving permissions, start animation and take controls. // if (permissions == PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS) { if (!have_permissions) { llWhisper(0, instruction_held_1); llWhisper(0, instruction_held_2); } llTakeControls((CONTROL_ML_LBUTTON | CONTROL_FWD), TRUE, FALSE); llStartAnimation("hold_R_handgun"); have_permissions = TRUE; } } attach(key attachedAgent) { // // If attached/detached from agent, change behavior // if (attachedAgent != NULL_KEY) { // Bow has been attached or rezzed from inventory, so // ask for needed permissions. llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION| PERMISSION_TAKE_CONTROLS); } else { // Bow has been detached from avatar, so stop animation and release controls if (have_permissions) { llStopAnimation("hold_R_handgun"); llStopAnimation("aim_R_handgun"); llReleaseControls(); llSetRot(<0,0,0,1>); have_permissions = FALSE; } } } control(key name, integer levels, integer edges) { // This function is called when the mouse button or other controls // are pressed, and the controls are being captured. // // Note the logical AND (single &) used - the levels and edges // variables passed in are bitmasks, and must be checked with // logical compare. // // Checking for both edge and level means that the button has just // been pushed down, which is when we want to fire the arrow! // if ( ((edges & (CONTROL_ML_LBUTTON | CONTROL_FWD))) &&((levels & (CONTROL_ML_LBUTTON | CONTROL_FWD))) ) { // If left mousebutton is pressed, fire arrow fire(); } } touch_start(integer num) { // If touched, remind user how to enter mouselook and shoot if (have_permissions) { llWhisper(0, instruction_held_1); llWhisper(0, instruction_held_2); } else { llWhisper(0, instruction_not_held); } } timer() { // After timer expires, allow user to shoot bow again llSetTimerEvent(0.0); armed = TRUE; } }