User:Dz/NPC Scripts
From OpenSimulator
(→NPC Utility Scripts) |
(→NPC Creation Scripts) |
||
Line 211: | Line 211: | ||
Select [Create Bots] to generate the NPC's. They are created slowly to minimize impact on sim performance. | Select [Create Bots] to generate the NPC's. They are created slowly to minimize impact on sim performance. | ||
Touching the generator before all NPC's are generated will stop the process. | Touching the generator before all NPC's are generated will stop the process. | ||
+ | |||
+ | <source lang = "lsl"> | ||
+ | </source> | ||
+ | |||
+ | == NPC Animation Scripts == | ||
+ | |||
+ | My experience with NPC animation is that a basic AO, coupled with an ability to "move to" and "sit on" animation poseballs, provides support for a broad range of applications. Indeed, the paradigm works well for the RLV designs implemented in modern viewers. | ||
+ | |||
+ | |||
+ | === Basic NPC AO (Animation Override) === | ||
+ | The intent is to provide a low impact way to animate NPC's with unique walks, stands, sits, flying, and hover animations. The design features an auto-off, and back on, when sitting on integrated objects. | ||
+ | |||
+ | An AO script is not much use with the animations to go with it. There are a number of good AO animation sets available in some of the public domain OAR and IAR files. | ||
+ | I had the pleasure once to meet the creator of the animations contained in the Linda Kellie OAR files. The following scripts are adapted to those animation names so that you can drop them, and the animations (after you DL them) into a single prim and attach it to your HUD. Touch the HUD to toggle on and off. | ||
+ | |||
+ | ====Female NPC AO ==== | ||
+ | |||
+ | <source lang = "lsl"> | ||
+ | |||
+ | </source> | ||
+ | |||
+ | ====Male NPC AO ==== | ||
+ | |||
+ | <source lang = "lsl"> | ||
+ | |||
+ | </source> | ||
+ | |||
+ | === Advanced NPC AO === | ||
<source lang = "lsl"> | <source lang = "lsl"> | ||
</source> | </source> |
Revision as of 22:50, 6 May 2013
Contents |
NPC Utility Scripts
These are useful utilites I have developed over time to help me use NPCs in OpenSimulator. Many of them are assembled from bits and pieces of code I have read/seen/fixed/admired. Some of the code snippets appear with permissions, Please do not remove the attributions where they can be found in the comments. The code has been shared, only asking simple consideration. Please respect the wishes of the original authors as I have attempted to do.
Remember, you will need to enable NPC functions, and may need to set the severity level of allowed osNPC function calls for these scripts to work.
If you have feedback on script errors, please post it to the page discussion User_talk:Dz/NPC_Scripts
NPC BotKiller
Sometimes..things go wrong...and you have a region full of wandering NPC's. Drop this code in a prim and touch it... It can take a while to remove them all.
PLEASE DON'T NUKE other peoples NPC's.
// OpenSimian BotKiller // Kills all the NPC's in the region.. Please use with discretion. // Iterate over a list of avatar keys, using them as an arguments to osNpcRemove // Add a delay to the timer if sim performance starts to drag during logouts // Feel free to use/distribute/modify to suit your needs // Prepared for transfer to MOSES grid - D Osborn 5.3.2013 integer who2kill = 0; integer howmany = 0; list avatars = []; default { state_entry() { llSetText("waiting ", <1.0, 0.0, 0.0>, 1.0); } touch_end(integer total_number) // should not change state in touch_start events.... { avatars = osGetAvatarList(); howmany = llGetListLength(avatars)/3; state KillThem; } changed(integer change) // Reset on region restart { if (change & CHANGED_REGION_RESTART) { llResetScript(); } } } state KillThem { state_entry() { llSetText("Processing ", <1.0, 0.0, 0.0>, 1.0); llSetTimerEvent(3.0); // remove 1 every 3 seconds to minimize performance impact } timer() { osNpcRemove(llList2Key(avatars,who2kill*3)); llSetText("Removed so far : " + (string) (who2kill + 1), <1.0, 0.0, 0.0>, 1.0); who2kill++; if(who2kill>=howmany) state default; llSetTimerEvent(3.0/ llGetRegionTimeDilation()); // Use timedilation to add to the delay if lagging } touch_end(integer interrupt) // abort by touching the object while it is processing { llResetScript(); } changed(integer change) { if (change & CHANGED_REGION_RESTART) { llResetScript(); } } }
NPC Router
This script re-directs any NPC that collides with the object to a random destination selected from an internal list.
Once the routers are placed, a text label display can be toggled by touching it. This makes it easy to collect locations
Routers should be placed to facilitate collisions with the avatar capsules.
The real trick of this router design is the rotate calculations. These prevents the NPCs from walking backwards when assigned new targets "behind" them.
// OpenSimian NPC router // Douglas Osborn MOSES version 2013May06 // Assign random destination to a NPC that collides with volume detect object // Drop the script in a prim, resize and position the prim to facilitate collision with NPC av capsules // Modify the list of destination vectors to reflect your layout. // Router position text labels can be toggled by touching the prim. This also triggers the setpos() // This design imlements rotation calculations to prevent NPC avatars from walking backwards // Permissions and information about the rotation functions was here.. // http://wiki.secondlife.com/wiki/User:Pedro_Oval/Calculate_rotation_for_pointing_in_a_direction // Due credit is here ... Written by Pedro Oval, 2011-01-11 rotation PointAtHoriz2Rot(vector target) { return llRotBetween(<1., 0., 0.>, <target.x, target.y, 0.>); } rotation PointAt2Rot(vector target) { rotation r = PointAtHoriz2Rot(target); return llRotBetween(<1., 0., 0.>, target/r) * r; } // end of Pedros' rotation magic list DestinationList = [<70.0,70.0,30.0>,<97.0,100.0,37.0>,<70.0,190.0,33.0>]; // Modify DestinationList.. Keep the list of vectors small to minimize processing // Be VERY careful about assigning destinations outside of the region. // NPC's will move in a direct line, design your "paths" to be as free of obstacles as possible integer numDests = 0; integer showPos = 0; default { state_entry() { llVolumeDetect(TRUE); // Starts llVolumeDetect numDests = llGetListLength(DestinationList); } touch_start (integer numtouches) { while (numtouches) { if(showPos) { llSetText("", ZERO_VECTOR, 0.0); showPos=0; // Comment out the following 2 lines if you do NOT want your targets to "snap" to integer value locations vector newpos = llGetPos(); llSetPos(<llFloor(newpos.x),llFloor(newpos.y), llFloor(newpos.z)>); } else { showPos = 1; llSetText((string) llGetPos(), ZERO_VECTOR, 1.0); llSay(0,(string) llGetPos()); } numtouches--; } } collision_start(integer num) { integer i = 0; do { integer DestOffset = llFloor(llFrand(numDests)); vector NewDest = llList2Vector(DestinationList,DestOffset) ; osNpcSetRot(llDetectedKey(i), PointAt2Rot(NewDest - llGetPos())); osNpcMoveToTarget(llDetectedKey(i), NewDest, OS_NPC_NO_FLY); } while(num > ++i); } changed(integer change) { if (change & CHANGED_REGION_RESTART) { llResetScript(); } } }
NPC Creation Scripts
Basic Clone Generator
This script generates a set number of copies of the avatar that triggers it.
Advanced Clone Generator
This script supports the deployment of large numbers of NPC bots. It maintains an internal library of appearance Notecards. Notecards are generated by touching the object and selecting the [Clone Me] button. The user will be required to provide a unique name to store an appearance.
Selecting the [Choose One] menu option will present the user with a menu to select the appearance notecard used to generate the NPC's.
Select [Create Bots] to generate the NPC's. They are created slowly to minimize impact on sim performance. Touching the generator before all NPC's are generated will stop the process.
NPC Animation Scripts
My experience with NPC animation is that a basic AO, coupled with an ability to "move to" and "sit on" animation poseballs, provides support for a broad range of applications. Indeed, the paradigm works well for the RLV designs implemented in modern viewers.
Basic NPC AO (Animation Override)
The intent is to provide a low impact way to animate NPC's with unique walks, stands, sits, flying, and hover animations. The design features an auto-off, and back on, when sitting on integrated objects.
An AO script is not much use with the animations to go with it. There are a number of good AO animation sets available in some of the public domain OAR and IAR files. I had the pleasure once to meet the creator of the animations contained in the Linda Kellie OAR files. The following scripts are adapted to those animation names so that you can drop them, and the animations (after you DL them) into a single prim and attach it to your HUD. Touch the HUD to toggle on and off.