[Opensim-dev] ScriptEvents Module
James Hughes
jamesh at bluewallgroup.com
Mon Nov 19 19:24:52 UTC 2012
On 11/18/2012 09:48 PM, Melanie wrote:
> 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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>>
>>
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