User:Allen Kerensky/Myriad Lite Preview 5/Holster
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			Revision as of 10:00, 6 February 2012 by Allen Kerensky  (Talk | contribs)
Myriad Lite Holster
Players can draw weapons from a holster or sheathe to begin combat, or sheathe/holster weapons to withdraw from combat.
See the Commands page for holster commands.
Setup
- Create an object to act as a wearable holster for a firearm or a sheathe for a melee weapon.
- Drag and Drop the Myriad Lite Holster script from inventory into the holster object: ?
- Attach the object to the desired attachment point.
- Adjust the position and rotation.
- Detach the object back to inventory to "save" the new default attach point.
- Attach or wear the holster when desired.
Myriad_Lite_Holster-v0.0.1-20120201.lsl
//============================================================================
// Myriad_Lite_Holster-v0.0.1-20120201.lsl
// Copyright (c) 2012 By Allen Kerensky (OSG/SL)
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
// Myriad Lite software Copyright (c) 2011-2012 by Allen Kerensky (OSG/SL)
// Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL)
// Myriad Lite and Baroun's Adventure Machine licensed under the
// Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported
// http://creativecommons.org/licenses/by-nc-sa/3.0/
// You must agree to the terms of this license before making any use of this software.
// If you do not agree to this license, simply delete these materials.
// There is no warranty, express or implied, for your use of these materials.
//===========================================================================
//===========================================================================
// MESSAGE FORMAT REFERENCE
//===========================================================================
// CHANATTACH IN - DRAWLEFT,DRAWRIGHT,DRAWBOTH
// CHANATTACH IN - HOLSTERLEFT,HOLSTERRIGHT,HOLSTERBOTH
// CHANATTACH IN - SHEATHELEFT,SHEATHERIGHT,SHEATHEBOTH
list LEFTATTACHED = [3,7,20,21,25,26,27,29]; // left side holster attachment slots
list RIGHTATTACHED = [4,8,18,19,22,23,24,30]; // right side holster attachment slots
//===========================================================================
// GLOBAL RUNTIMES - runtime variables we change as we go
// Don't alter anything below if your not  familiar with it.
//===========================================================================
integer CHANATTACH = 0; // dynamic channel for attachment messages
integer HANDATTACH = 0; // chat channel handle for attachment dynamic channel
//===========================================================================
// GLOBAL SETUP
//===========================================================================
SETUP() {
    CHANATTACH = (integer)("0x"+llGetSubString((string)llGetOwner(),1,7)); // calculate the dynamic attachment channel
    if ( HANDATTACH != 0 ) llListenRemove(HANDATTACH); // clean up a previous listener
    HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start a listener on the attachment channel
    llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES); // make holster/sheathe visible
}
// DRAW THE WEAPON
DRAW(string hand) {
    // draw code goes here
    if ( llListFindList(LEFTATTACHED,[llGetAttached()]) != -1 && ( hand == "left" || hand == "both" ) ) {
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES); // go invisible when weapon drawn
    }
    if ( llListFindList(RIGHTATTACHED,[llGetAttached()]) != -1 && ( hand == "right" || hand == "both" ) ) {
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES); // go invisible when weapon drawn
    }
}
// HOLSTER THE WEAPON
HOLSTER(string hand) {
    // holster code goes here
    if ( llListFindList(LEFTATTACHED,[llGetAttached()]) != -1 && ( hand == "left" || hand == "both" ) ) {
        llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES); // go visible when weapon holstered/sheathed
    }
    if ( llListFindList(RIGHTATTACHED,[llGetAttached()]) != -1 && ( hand == "right" || hand == "both" ) ) {
        llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES); // go visible when weapon holstered/sheathed
    }
}
//===========================================================================
// STATE DEFAULT - the main state is the default state.
// When a script is compiled, reset or loaded, this is the state it enters by default.
//===========================================================================
default {
    //-----------------------------------------------------------------------
    // STATE_ENTRY EVENT - Triggered on any state transition and start up
    //-----------------------------------------------------------------------
    state_entry() {
        SETUP(); // call global setup
    }
 
    //-----------------------------------------------------------------------
    // ON_REZ EVENT - Triggered when object attached or rezzed on the ground
    //-----------------------------------------------------------------------
    on_rez(integer rezparams) {
        rezparams = 0; // LSLINT
        SETUP();
    }
    //-----------------------------------------------------------------------
    // ATTACH EVENT - when the object is attached or detached
    //-----------------------------------------------------------------------
    attach(key id) {
        if ( id != NULL_KEY ) { // attached from ground or inventory
            SETUP();
        }
    }
    //-----------------------------------------------------------------------
    // LISTEN EVENT - listen for whisper, say, shout, regionsay messages
    //-----------------------------------------------------------------------
    listen(integer channel, string name, key uuid, string message) {
        name = ""; // LSLINT
        uuid = NULL_KEY; // LSLINT
        if ( channel == CHANATTACH ) { // did message come in on attachment channel?
            if ( message == "DRAWLEFT" ) { DRAW("left"); return;} // draw weapons if in left hand
            if ( message == "DRAWRIGHT" ) { DRAW("right"); return;} // draw weapons in right hand
            if ( message == "DRAWBOTH" ) { DRAW("both"); return; } // draw weapons in both hands
            if ( message == "HOLSTERLEFT" ) { HOLSTER("left"); return;} // holster left-hand weapons
            if ( message == "HOLSTERRIGHT" ) { HOLSTER("right"); return;} // holster right-hand weapons
            if ( message == "HOLSTERBOTH" ) { HOLSTER("both"); return; } // holster both weapons
            if ( message == "SHEATHELEFT" ) { HOLSTER("left"); return;} // sheathe left-hand weapon
            if ( message == "SHEATHERIGHT" ) { HOLSTER("right"); return;} // sheathe right-hand weapons
            if ( message == "SHEATHBOTH" ) { HOLSTER("both"); return; } // sheatheholster both weapons
        }
    }    
} // end of default
//============================================================================
// END
//============================================================================
 
                
