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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