LsSetWindlightSceneTargeted

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//
 
//
  
integer switch;
+
integer switch; // Variable to switch between colors
  
 
default
 
default
 
{
 
{
 +
    // Event handler triggered when the script is initialized
 
     state_entry()
 
     state_entry()
 
     {
 
     {
 +
        // Send a message to public channel informing users to touch to see usage
 
         llSay(PUBLIC_CHANNEL, "Touch to see lsSetWindlightSceneTargeted usage.");
 
         llSay(PUBLIC_CHANNEL, "Touch to see lsSetWindlightSceneTargeted usage.");
 
     }
 
     }
  
 +
    // Event handler triggered when the object is touched
 
     touch_start(integer number)
 
     touch_start(integer number)
 
     {
 
     {
         vector color = <4.0, 38.0, 64.0>;
+
         vector color = <4.0, 38.0, 64.0>; // Default color
  
 +
        // Switch between default color and random color
 
         if (switch = !switch)
 
         if (switch = !switch)
 
         {
 
         {
             color = <llFrand(255.0), llFrand(255.0), llFrand(255.0)>;
+
             color = <llFrand(255.0), llFrand(255.0), llFrand(255.0)>; // Generate a random color
 
         }
 
         }
  
 +
        // Define settings list with water color setting
 
         list settings = [WL_WATER_COLOR, color];
 
         list settings = [WL_WATER_COLOR, color];
        integer result = lsSetWindlightSceneTargeted(settings, llDetectedKey(0));
 
  
 +
        // Get the key of the touched avatar
 +
        key targetKey = llDetectedKey(0);
 +
 +
        // Call lsSetWindlightSceneTargeted function to set the Windlight scene with the new settings for the targeted user
 +
        integer result = lsSetWindlightSceneTargeted(settings, targetKey);
 +
 +
        // Check if the settings were applied successfully
 
         if (result == TRUE)
 
         if (result == TRUE)
 
         {
 
         {
 +
            // Notify users about the success and display the current water color
 
             llSay(PUBLIC_CHANNEL, "The Windlight Scene Targeted was changed with success.");
 
             llSay(PUBLIC_CHANNEL, "The Windlight Scene Targeted was changed with success.");
 
             llSay(PUBLIC_CHANNEL, "The current water color is: " + (string)color);
 
             llSay(PUBLIC_CHANNEL, "The current water color is: " + (string)color);
 
         }
 
         }
 
 
         else
 
         else
 
         {
 
         {
             llSay(PUBLIC_CHANNEL, "The Windlight Scene was changed without success.");
+
            // Notify users about the failure to change the Windlight Scene for the targeted user
 +
             llSay(PUBLIC_CHANNEL, "The Windlight Scene Targeted was changed without success.");
 
         }
 
         }
 
     }
 
     }

Latest revision as of 02:03, 5 March 2024

Contents

[edit] lsSetWindlightSceneTargeted

Caution ! This function is temporary not supported ...

[edit] Function

integer lsSetWindlightSceneTargeted(list rules,key who);

Set a list of Windlight settings in the scene to new values for a specific targeted user.

  • list rules - a list containing pairs of LightShare Parameters and values to set
  • key who - the UUID of the person to change Windlight settings for

[edit] Caveats

The list used by this function cannot be passed directly from lsGetWindlightScene without triggering C# exceptions from the Simulator.

LightShare must be enabled in the Simulator.

This script function is restricted to the region owner only, who may use it to set Windlight settings for others in the region.

[edit] Examples

//
// lsSetWindlightSceneTargeted Script Exemple
// Author: djphil
//
 
integer switch; // Variable to switch between colors
 
default
{
    // Event handler triggered when the script is initialized
    state_entry()
    {
        // Send a message to public channel informing users to touch to see usage
        llSay(PUBLIC_CHANNEL, "Touch to see lsSetWindlightSceneTargeted usage.");
    }
 
    // Event handler triggered when the object is touched
    touch_start(integer number)
    {
        vector color = <4.0, 38.0, 64.0>; // Default color
 
        // Switch between default color and random color
        if (switch = !switch)
        {
            color = <llFrand(255.0), llFrand(255.0), llFrand(255.0)>; // Generate a random color
        }
 
        // Define settings list with water color setting
        list settings = [WL_WATER_COLOR, color];
 
        // Get the key of the touched avatar
        key targetKey = llDetectedKey(0);
 
        // Call lsSetWindlightSceneTargeted function to set the Windlight scene with the new settings for the targeted user
        integer result = lsSetWindlightSceneTargeted(settings, targetKey);
 
        // Check if the settings were applied successfully
        if (result == TRUE)
        {
            // Notify users about the success and display the current water color
            llSay(PUBLIC_CHANNEL, "The Windlight Scene Targeted was changed with success.");
            llSay(PUBLIC_CHANNEL, "The current water color is: " + (string)color);
        }
        else
        {
            // Notify users about the failure to change the Windlight Scene for the targeted user
            llSay(PUBLIC_CHANNEL, "The Windlight Scene Targeted was changed without success.");
        }
    }
}

[edit] Notes

Rules contain pairs of data in the form of the parameter followed by the value to set.

Setting new parameters with lsSetWindlightScene commits the new changes to the regionwindlight database table immediately.

Excessive use of this function can cause unnecessary database requests.

Use this function if you wish to avoid database loading with lsSetWindlightScene.

[edit] See Also

[edit] Functions

[edit] Articles

[edit] Deep Notes

[edit] All Issues

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