OSSL Script Library/Teleport Map
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<source lang="lsl"> | <source lang="lsl"> | ||
+ | // ----------------------- | ||
+ | // ++++ TELEPORT MAP ++++ | ||
+ | // by FRITIGERN GOTHLY | ||
+ | // Version 1.1 | ||
+ | // ----------------------- | ||
+ | // Put a region map on a prim, and use that to teleport around. | ||
+ | // This teleport system is amazingly accurate. | ||
+ | // Do note that when a change is made to the region, the map on the | ||
+ | // teleporter will only be updated when the rest of the world map is updated. | ||
+ | |||
+ | |||
key map; // This is where the texture UUID will be stored. | key map; // This is where the texture UUID will be stored. | ||
integer timeout = 60; // This many seconds for the map to refresh. | integer timeout = 60; // This many seconds for the map to refresh. | ||
integer region_size; // We need this to do a little math later. | integer region_size; // We need this to do a little math later. | ||
+ | integer face = 4; // Which side of the prim the map should appear on. | ||
− | refresh(){ | + | refresh(){ |
− | map = osGetMapTexture(); | + | map = osGetMapTexture(); // Get the map texture |
− | llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE, | + | llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE, face, map, <1.0,1.0,0>, <0,0,0>, 0, // Put the map texture on the chosen side of a prim |
− | PRIM_COLOR, | + | PRIM_COLOR,face,<1,1,1>,1, // Set the color of the chosen side to white. |
− | PRIM_FULLBRIGHT, | + | PRIM_FULLBRIGHT,face,1]); // Set the chosen side to full bright. |
} | } | ||
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region_size = (integer)size.x; // Because the length and the width of a region MUST be equal, we only need one of the floats from the vector. | region_size = (integer)size.x; // Because the length and the width of a region MUST be equal, we only need one of the floats from the vector. | ||
refresh(); // Refresh the map texture | refresh(); // Refresh the map texture | ||
− | llSetTimerEvent(timeout); // And now we make | + | llSetTimerEvent(timeout); // And now we make sure that the map texture gets updated every X seconds. (default 60) |
} | } | ||
touch_start(integer numdet) | touch_start(integer numdet) | ||
{ | { | ||
− | if(llDetectedTouchFace(0) != | + | if(llDetectedTouchFace(0) != face) return; // If the prim is not touched on the side with the map, then do nothing. |
key toucher = llDetectedKey(0); // Get the UUID of the person that touched the map. | key toucher = llDetectedKey(0); // Get the UUID of the person that touched the map. | ||
vector target = llDetectedTouchUV(0); // Find out where the map has been touched | vector target = llDetectedTouchUV(0); // Find out where the map has been touched | ||
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} | } | ||
− | on_rez(integer | + | on_rez(integer start_param) |
{ | { | ||
llResetScript(); // Reset the script when rezzed to ensure a fresh map on the prim. | llResetScript(); // Reset the script when rezzed to ensure a fresh map on the prim. |
Latest revision as of 02:53, 14 December 2017
This script will put a region map on the containing prim, and will instantly teleport the user to the map location that they clicked on.
The code contains a lot of comments, explaining what does what, and why it is there.
// ----------------------- // ++++ TELEPORT MAP ++++ // by FRITIGERN GOTHLY // Version 1.1 // ----------------------- // Put a region map on a prim, and use that to teleport around. // This teleport system is amazingly accurate. // Do note that when a change is made to the region, the map on the // teleporter will only be updated when the rest of the world map is updated. key map; // This is where the texture UUID will be stored. integer timeout = 60; // This many seconds for the map to refresh. integer region_size; // We need this to do a little math later. integer face = 4; // Which side of the prim the map should appear on. refresh(){ map = osGetMapTexture(); // Get the map texture llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE, face, map, <1.0,1.0,0>, <0,0,0>, 0, // Put the map texture on the chosen side of a prim PRIM_COLOR,face,<1,1,1>,1, // Set the color of the chosen side to white. PRIM_FULLBRIGHT,face,1]); // Set the chosen side to full bright. } default { state_entry() { vector size = osGetRegionSize(); // Find out how large the region is. region_size = (integer)size.x; // Because the length and the width of a region MUST be equal, we only need one of the floats from the vector. refresh(); // Refresh the map texture llSetTimerEvent(timeout); // And now we make sure that the map texture gets updated every X seconds. (default 60) } touch_start(integer numdet) { if(llDetectedTouchFace(0) != face) return; // If the prim is not touched on the side with the map, then do nothing. key toucher = llDetectedKey(0); // Get the UUID of the person that touched the map. vector target = llDetectedTouchUV(0); // Find out where the map has been touched target.x = (region_size*target.x); // Multiply the X-position of where the map was touched with the region size. This changes value of the vector target.y = (region_size*target.y); // Multiply the Y-position of where the map was touched with the region size. This changes value of the vector osTeleportAgent(toucher, target, ZERO_VECTOR); // Teleport the person who touched the prim to the corresponding coordinates in the region. } timer() { refresh(); // Refresh the map when the timer runs out. } on_rez(integer start_param) { llResetScript(); // Reset the script when rezzed to ensure a fresh map on the prim. } }