[Opensim-dev] ScriptEvents Module
Melanie
melanie at t-data.com
Mon Nov 19 02:48:22 UTC 2012
Hi,
you may want to hold off on this. In the vein of the custom script
functions and constants we have already, I have been looking to
allow custom script events which would be real events.
Melanie
On 19/11/2012 02:28, Diva Canto wrote:
> Hi,
>
> I am working on a module that passes interesting scene events up to the
> scripts in a manner that's very easy to act upon. An example is attached
> at the end of this message.
>
> Question: What other events would people like to grab? The idea is to
> have the module do all the complicated logic, and pass only simple facts
> to the scripts.
>
>
> state_entry()
> {
> llSay(0, "Script running");
> modSendCommand("Script Events", "subscribe|AvatarArrived",
> llGetKey());
> modSendCommand("Script Events", "subscribe|LastAvatarLeft",
> llGetKey());
> }
>
> link_message(integer sender_num, integer num, string message, key id)
> {
> list parts = llParseString2List(message, ["|"], []);
> if (llGetListLength(parts) >= 2) {
> if (llList2String(parts, 1) == "AvatarArrived") {
> // message is: event|AvatarArrived|True or False <--
> LocalTeleport or HG Teleport
> if (llGetListLength(parts) >= 3) {
> if (llList2String(parts, 2) == "True") {
> llInstantMessage(id, "Welcome to the Gateway!
> Choose your destination by walking into one of the teleporters.");
> llRegionSay(region_channel, "ports foreign");
> } else {
> llInstantMessage(id, "Welcome to the Virtual
> Lab's Gateway! Choose your local destination by walking into one of the
> teleporters.");
> llRegionSay(region_channel, "ports local");
> }
> } else {
> llSay(0, "Malformed message " + message + " " +
> (string)llGetListLength(parts));
> }
> play_music();
> } else if (llList2String(parts, 1) == "LastAvatarLeft") {
> // message is: event|LastAvatarLeft
> llRegionSay(region_channel, "ports reset");
> }
> }
> }
>
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