User:Allen Kerensky/Myriad Lite Preview 5/Firearm
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Myriad Lite Firearm
Many existing firearms can be adapted to fire Myriad Lite bullets.
The main change needed is to add the bullet's damage class as a starting parameter in the llRezObject call which launches the bullet.
Setup
- Create a firearm such as a pistol or rifle.
- Drag Drop the Firearm script from inventory into the firearm
- Drag and Drop in a gunshot sound.
- Drag and Drop the Myriad Lite Bullet you made into the firearm.
- Edit the Firearm script to have the correct gunshot sound name.
- Edit the Firearm script to have the correct bullet object name.
- Take the firearm into inventory.
- Attach it to your right hand
- Adjust the position and rotation.
- Detach the firearm back into inventory again to "save" the new default attach point.
- Attach or wear the firearm when desired.
Myriad_Lite_Firearm-v1.5-20120130.lsl
//============================================================================ // Myriad_Lite_Firearm-v1.5-20120130.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. //---------------------------------------------------------------------------- // Based on phillip linden (SL) gunscript // With many refinements by Rhonin Nissondorf (SL) // Retrieved 2011-04-30 from http://wiki.secondlife.com/wiki/Gun_Script // Copyright (c) 2009 Linden Research, Inc. // Licensed under Creative Commons Attribution-Share Alike 3.0 (CC-BY-SA 3.0) // Converted to OSSL by Allen Kerensky (SL/OSG). //=========================================================================== //=========================================================================== // MESSAGE FORMAT REFERENCE //=========================================================================== // CHANMYRIAD OUT - RPEVENT|str event_message // CHANATTACH IN - REGISTERATTACHMENTS // CHANATTACH OUT - ATTACHRANGED|int damagedice|int attachpoint|str attachmentname // CHANATTACH OUT - DETACHRANGED|int damagedice|int attachpoint|str attachmentname //=========================================================================== // GLOBAL VARIABLES - variables to be changed below. //=========================================================================== float BULLET_VELOCITY = 30.0; // change this to change the speed of the bullet. float REPEAT_DELAY = 0.20; // delay between bullets, i recommend you dont' set it to low. string gunsound = "pistol_shot.wav"; // string; name of sound in inventory string ammo = "Myriad Lite Bullet v0.0.3 20110813"; //name of desired object to be shot out. Must be in the inventory of the "gun". integer ATTACH_HAND = 6; // left hand = 5, right hand = 6 string SAFETY_OFF_MESSAGE = "The safety is now OFF."; //message when you touch it. string SAFETY_ON_MESSAGE = "The safety is now ON."; // a message when you... string NOT_OWNER = "You are not the owner of this weapon."; //message when non-owner touches it - assumes a sci-fi-like grip with owner ID string ANIM_HOLD = "hold_R_handgun"; // animation to use when holding pistol string ANIM_AIM = "PistolRightSteady1"; // animation to use when aiming in mouselook float TIMER_RES = 0.5; // time in seconds to check for mouselook to start aim animation, like an AO integer AVSTATE = 0; // is av in mouselook? vector OFFSET = <1.10, -0.25, 0.75>; // rez offset for bullet vector OFFSET_LEFT = <1.10, 0.25, 0.75>; // rez offset for bullet vector OFFSET_RIGHT = <1.10, -0.25, 0.75>; // rez offset for bullet integer CHANMYRIAD = -999; // regionwide RPEVENT channel for Myriad string DIV = "|"; // field divider between parts of Myriad messages // Myriad Ranged Weapons Damage Dice, PDF page 64, Myriad Special Edition page 98 // 1 die of damage = small stones thrown by hand (or in crude sling) // 2 die of damage = throwing knife, derringer, hand catapult, thrown house brick // 3 die of damage = throwing axe, pistol, hunting rifle, automatic pistol (full auto) // 4 die of damage = very heavy pistol (Magnum), assault rifle (full auto), shotgun // 5 die of damage = high velocity sniper rifle, heavy calibre machine gun (full auto) integer DAMAGEDICE = 3; // many damage dice does this bullet do in Myriad? default to pistol here integer MAXAMMO = 30; // 30 round clip //=========================================================================== // GLOBAL RUNTIMES - runtime variables we change as we go // Don't alter anything below if your not familiar with it. //=========================================================================== integer SAFETY_ON = TRUE; // is this weapon safety on or off by default? vector pos; // holds our current position temporarily rotation rot; // holds our current rotation temporarily vector offset; // holds an offset to where to rez the bullet based on position and rotation integer CHANATTACH = 0; // dynamic channel for attachment messages integer HANDATTACH = 0; // chat channel handle for attachment dynamic channel integer AMMOLEFT; // how much ammo is left? //=========================================================================== // GLOBAL SETUP //=========================================================================== SETUP() { CHANATTACH = (integer)("0x"+llGetSubString((string)llGetOwner(),1,7)); // calculate the dynamic attachment channel HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start a listener on the attachment channel llWhisper(CHANATTACH,"ATTACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn off fist fighter llOwnerSay("Attach me to your right hand, and enter mouselook to fire!"); // ask for permission to trigger animations, take controls, and attach to avatar llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS|PERMISSION_ATTACH); llPreloadSound(gunsound); // try pre-loading the gunsound for everyone around if ( SAFETY_ON == TRUE ) { // lets tell owner the state of the safety if ( llGetAttached() == 5 ) HOLSTER("left"); // safety on? start holstered if ( llGetAttached() == 6 ) HOLSTER("right"); // safety on? start holstered } else { // safety is not on if ( llGetAttached() == 5 ) DRAW("left"); // safety off! start drawn if ( llGetAttached() == 6 ) DRAW("right"); // safety off! start drawn } RELOAD(); // start the weapon with a full clip llSetTimerEvent(TIMER_RES); // start a timer running to check for mouselook and start aim animations or not } // SAFETY OFF - turn off safety and enable firing SAFETYOFF() { SAFETY_ON = FALSE; // switch the safety off llOwnerSay(SAFETY_OFF_MESSAGE); // and tell them } // SAFETY ON - turn on safety SAFETYON() { SAFETY_ON = TRUE; // switch the safety on llOwnerSay(SAFETY_ON_MESSAGE); // and tell them } // DRAW THE WEAPON DRAW(string hand) { // draw code goes here - turn copy in hand visible? if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) { llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their left hand."); llOwnerSay("Left hand weapon drawn."); llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES); } if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) { llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their right hand."); llOwnerSay("Right hand weapon drawn."); llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES); } SAFETYOFF(); // unholster and turn off safety } // HOLSTER THE WEAPON HOLSTER(string hand) { // holster code goes here - turn copy in hand invisible? if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) { llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" holsters their left-hand weapon."); llOwnerSay("Left hand weapon holstered."); llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES); } if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) { llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" holsters their right-hand weapon."); llOwnerSay("Right hand weapon holstered."); llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES); } SAFETYON(); // turn on safety before holstering } // RELOAD THE WEAPON RELOAD() { AMMOLEFT = MAXAMMO; } // CHECK AMMO LEFT CHECKAMMO() { if ( AMMOLEFT > MAXAMMO ) { AMMOLEFT = MAXAMMO; } // don't overflow clip if ( AMMOLEFT < 0 ) { AMMOLEFT = 0; } // can't have negative bullets llOwnerSay("Ammo remaining: "+(string)AMMOLEFT); } //=========================================================================== // 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) { // if id is null key, this is a detach event llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(llGetOwner())+ " puts away their "+llGetObjectName()); llWhisper(CHANATTACH,"DETACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn on fist fighter integer perms = llGetPermissions(); // what permissions does object have if ( perms & PERMISSION_TRIGGER_ANIMATION ) { // if object has permission to change animations llStopAnimation(ANIM_HOLD); // stop the 'hold a weapon' animation since we're detaching } return; } } //----------------------------------------------------------------------- // RUN_TIME_PERMISSIONS EVENT - triggered when avatar grants permissions to object // some permissions automatically granted on attach or sit - but you should STILL check correctly for those //----------------------------------------------------------------------- run_time_permissions(integer perm) { if ( perm & PERMISSION_TAKE_CONTROLS ) { // was object granted permission to read control events? llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); // start reading the left mouse button in mouselook mode } if ( perm & PERMISSION_TRIGGER_ANIMATION ) { // was object granted permission to trigger animations? llStartAnimation(ANIM_HOLD); // start the 'hold a weapon' animation } } //----------------------------------------------------------------------- // TOUCH_START EVENT - trigger at the start of someone clicking on the object //----------------------------------------------------------------------- touch_start(integer touches) { // Triggered by the start of agent clicking on object while (touches--) { // count down through each touch event key who = llDetectedKey(touches); // get the key of who triggered the touch if ( llGetOwner() != who ) { // if not the owner llInstantMessage(who,NOT_OWNER); // tell them } if ( SAFETY_ON == TRUE ) { // lets tell owner the state of the safety SAFETY_ON = FALSE; if ( llGetAttached() == 5 ) DRAW("left"); // safety off! start drawn if ( llGetAttached() == 6 ) DRAW("right"); // safety off! start drawn } else if (SAFETY_ON == FALSE ) { // safety is not on SAFETY_ON = TRUE; if ( llGetAttached() == 5 ) HOLSTER("left"); // safety on? start holstered if ( llGetAttached() == 6 ) HOLSTER("right"); // safety on? start holstered } } // end while } //----------------------------------------------------------------------- // CHANGED EVENT - various changes to object can trigger this event //----------------------------------------------------------------------- changed(integer change) { if(change & CHANGED_OWNER) { // did the object change owner through a give or drop/take? integer perms = llGetPermissions(); // what permissions does object have? if ( perms & PERMISSION_TRIGGER_ANIMATION ) { // if object has permission to change animations llStopAnimation(ANIM_HOLD); // stop the 'hold a weapon' animation' } llResetScript(); // and reset the entire script } } //----------------------------------------------------------------------- // EVENT CONTROL - called for user input we've requested with LLTAKECONTROLS //----------------------------------------------------------------------- control(key owner, integer level, integer edge) { owner = NULL_KEY; // LSLINT if ( SAFETY_ON == TRUE ) { // check the safety before shooting llOwnerSay("The safety is ON."); // warn owner they are shooting with safety on return; // return now to prevent running the rest of the shooting code } integer pressed = level & edge; // level is when you click ,edge would be if you let up. if ( pressed & CONTROL_ML_LBUTTON ) { // if left mouse button was pressed in MouseLook mode if ( AMMOLEFT <= 0 ) { llOwnerSay("Out of ammo! Reload!"); return; } // Fire 1 bullet,, the heart of the firearm script. pos = llGetPos(); // get our current position rot = llGetRot(); // get our current rotation offset = OFFSET; // start with the base offset for the gun held in the right hand if ( ATTACH_HAND == 5 ) { // is weapon in left hand? offset = OFFSET_LEFT; // use the left-hand offset } if ( ATTACH_HAND == 6 ) { // is weapon in right hand? offset = OFFSET_RIGHT; // use the right hand offset } offset *= rot; // now, rotate the offset to match the avatar rotation pos += offset; // now combine the rotated offset with avatar position vector fwd = llRot2Fwd(rot); // calculate the direction that is "avatar's facing" fwd *= BULLET_VELOCITY; // now multiply that by bullet speed to tell bullet to push in that direction, that fast rot *= llEuler2Rot(<0, PI_BY_TWO, 0>); // now, straighten rotation for object we're about to rez llPlaySound(gunsound,1.0); // here "gunsound"is a variable defined above. // DAMAGEDICE is passed to rez-param of bullet. Myriad Bullets read this as damage dice to do if they hit AMMOLEFT--; llRezObject(ammo, pos, fwd, rot, DAMAGEDICE); // does the actual work rezzes the ammo in the specified variables. llSleep(REPEAT_DELAY); // force a pause between shots } } //----------------------------------------------------------------------- // 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 == "REGISTERATTACHMENTS" ) { // request from a HUD to register attachments already in use llWhisper(CHANATTACH,"ATTACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn off fist fighter return; } if ( message == "DRAWLEFT" ) { DRAW("left"); return;} // draw pistol if in left hand if ( message == "DRAWRIGHT" ) { DRAW("right"); return;} // draw pistol in right hand if ( message == "DRAWBOTH" ) { DRAW("both"); return; } // draw pistols in both hands if ( message == "HOLSTERLEFT" ) { HOLSTER("left"); return;} // holster left-hand pistol if ( message == "HOLSTERRIGHT" ) { HOLSTER("right"); return;} // holster right-hand pistol if ( message == "HOLSTERBOTH" ) { HOLSTER("both"); return; } // holster both pistols if ( message == "SAFETYOFF" ) { SAFETYOFF(); return; } // unsafe the weapon if ( message == "SAFETYON" ) { SAFETYON(); return; } // safe the weapon if ( message == "CHECKAMMO" ) { CHECKAMMO(); return; } // check ammo left if ( message == "RELOAD" ) { RELOAD(); return; } // reload the clip } } //----------------------------------------------------------------------- // TIMER EVENT - called regularly as an animation override for holding or aiming weapon //----------------------------------------------------------------------- timer() { if ( SAFETY_ON == TRUE ) return; // if safety is on, don't need to do weapon hold and aim animation AVSTATE = llGetAgentInfo(llGetOwner()); // get an integer that holds the current state of the avatar to see if they are in mouselook or not if ( AVSTATE & 0x0008 ) { // 0x0008 = AGENT_MOUSELOOK constant - this hack needed on OpenSim llStopAnimation(ANIM_HOLD); // stop the 'just hold a weapon' animation llSleep(0.05); // wait a little llStartAnimation(ANIM_AIM); // start the aiming weapon animation } else { // avatar is not in mouselook llStopAnimation(ANIM_AIM); // stop the aiming animation llSleep(0.05); // wait a little llStartAnimation(ANIM_HOLD); // now start the just holding a weapon animation } AVSTATE = 0; // clean up or reset the avatar state variable } } // end of default //============================================================================ // END //============================================================================