On 2/16/2011 6:09 AM, Jawa Lunk wrote:
Thanks for the script, it only works when the object is placed on the ground
though.

Here is something strange though...I turned land damage "on", and shot my
gun at another avatar, and the gun DID DAMAGE...but to me!  LOL

Every time I shoot it does damage to me...now if I can just figure out "how"
I may be able to get guns to work in OpenSim.

here is the script I am using;

// Gun script
// John Linden

// where the gun attaches itself if you click on it
// switch this to ATTACH_LHAND if you are left-handed
integer gAttachPart = ATTACH_RHAND;

string  INSTR_HELD_1 = "Enter Mouselook (press 'M') to shoot me.";
string  INSTR_HELD_2 = "Right-click and choose 'Detach' to take me off.";

string  INSTR_NOT_HELD_1 = "To wear and use me, right click and choose";
string  INSTR_NOT_HELD_2 = "Acquire ->  Attach ->  Right Hand.";

string  INSTR_NOT_OWNER_1 = "To use this gun, take it (right-click and
choose 'Take'.)";
string  INSTR_NOT_OWNER_2 = "Then, drag it from your inventory onto
yourself.";

// this is a permission combination we check for many times
// I define it here so we don't have to keep typing it
// guns need to take controls, attach themselves, and possibly
// trigger animations
// NOTE: since I can't initialize to an expression (even if it is
// all constants), this moved to default { state_entry() }
integer gDesiredPerm;
//  Indicates whether wearer has yet given permission
integer gHavePermissions;

// Bullet travel speed
float   gBulletSpeed = 45.0;

// when we last fired a shot
float   gLastFireTime = 0;
// how long it takes to reload when tapping
float   gTapReloadTime = 0.05;
// how long it takes to reload when holding
float   gHoldReloadTime = 1.0;
// how long it takes when we're out of ammo
float   gOutOfAmmoReloadTime = 1.4;
// how many shots before reload is necessary
integer gAmmoClipSize = 6;
// how much ammo we have right now
integer gAmmo;

// HACK: how far away the eye is from the avatar's center (approximately)
vector  gEyeOffset =<0.0, 0.0, 0.84>;


say(string msg)
{
     llSay(0, msg);
}
debug(string msg)
{
//    llSay(0, msg);
}
func_debug(string msg)
{
//    llSay(0, msg);
}


// the gun has only one state

default
{
     on_rez(integer start_param)
     {
         func_debug("on_rez");
         // HACK: try to compensate for height of avatar
         // by changing firing position appropriately
         vector size = llGetAgentSize(llGetOwner());
         gEyeOffset.z = gEyeOffset.z * (size.z / 2.0);

         llWhisper(0,"Press 'M' to enter mouslook and the mouse button to
fire");

         // NOTE: can't do this if we want to attach by dragging from
         // inventory onto the av, because the llResetScript(); clears
         // all the callbacks, including attach()
//        llResetScript();

         // NOTE 2: This can be uncommented in 1.1 because you won't have
         // to ask for permissions, you can just take them.  But for now
         // it pops up two dialog boxes if you drag onto the av, so I'll
         // leave it out.
         // Try to attach to the rezzer
//        if ( !gHavePermissions )
//        {
//            llRequestPermissions(llGetOwner(), gDesiredPerm);
//        }
     }

     state_entry()
     {
         func_debug("default state_entry");
         gHavePermissions = FALSE;
         // this should be initialized directly with the variable
         // but I can't do that due to a bug
         gDesiredPerm = (PERMISSION_TAKE_CONTROLS
                         | PERMISSION_TRIGGER_ANIMATION);
         // Start with a full clip
         gAmmo = gAmmoClipSize;
         llResetTime();
     }

     // the player has touched us (left-clicked)
     // give directions
     touch_start(integer tnum)
     {
         func_debug("touch_start");

         // Guns only work for their owner
         if ( llDetectedKey(0) == llGetOwner() )
         {
             if ( gHavePermissions )
             {
                 llWhisper(0, INSTR_HELD_1);
                 llWhisper(0, INSTR_HELD_2);
             } else
             {
                 llWhisper(0, INSTR_NOT_HELD_1);
                 llWhisper(0, INSTR_NOT_HELD_2);
             }
         } else
         {
             // Not the owner
             llWhisper(0, INSTR_NOT_OWNER_1);
             llWhisper(0, INSTR_NOT_OWNER_2);
         }
     }

     // Player attaches us, either by dragging onto self or from pie menu
     attach(key av_key)
     {
         func_debug("attach");

         if (av_key != NULL_KEY)
         {
             // Can't attach if we don't own it
             if ( av_key != llGetOwner() )
             {
                 llWhisper(0, INSTR_NOT_OWNER_1);
                 llWhisper(0, INSTR_NOT_OWNER_2);
                 return;
             }

             //
             //  Always request permissions on attach, as we may be
re-rezzing on login
             llRequestPermissions(av_key, gDesiredPerm);

             // run_time_permissions() is executed after this call
         } else
         {
             func_debug("  detach");

             if ( gHavePermissions )
             {
                 // we are being detached
                 llStopAnimation("hold_r_handgun");
                 llStopAnimation("hold_r_handgun");
                 llStopAnimation("aim_r_handgun");
                 llReleaseControls();
                 //llSetRot(<0.0, 0.0, 0.0, 1.0>);
                 gHavePermissions = FALSE;
             }
         }
     }

     // this is called whenever llRequestPermissions() returns
     // i.e. the user has responded or dismissed the dialog
     // perm is the permissions we now have
     run_time_permissions(integer perm)
     {
         func_debug("run_time_permissions");

         // see if we now have the permissions we need
         if ( (perm&  gDesiredPerm) == gDesiredPerm )
         {
             func_debug("  got perms");

             // we got the permissions we asked for
             gHavePermissions = TRUE;
             llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
             llStartAnimation("aim_r_handgun");
         } else
         {
             func_debug("  didn't get perms");

             // we didn't get them, kill ourselves
             llDie();
         }
     }


     // the player has used the controls, process them
     control(key owner, integer level, integer edge)
     {
         func_debug("control");

         // has our gun reloaded?
         float time = llGetTime();

         // see if av has fired
         // (edge&  level) == down edges, (edge&  !level) == up edges
         // repeat rate is faster for tapping than holding
         if ( ( ((edge&  level)&  CONTROL_ML_LBUTTON)
                 &&  (time>  gTapReloadTime) )
            || ( (time>  gHoldReloadTime)
                &&  (level&  CONTROL_ML_LBUTTON) ) )
         {
             // if player is out of ammo, must wait for reload
             if ( (gAmmo>= 1) || (time>  gOutOfAmmoReloadTime) )
             {
                 // bang!
                 llTriggerSound("45shoot", 2.0);

           llParticleSystem([ PSYS_PART_MAX_AGE,1.9,
    PSYS_PART_FLAGS,1,
    PSYS_PART_START_COLOR,<1,1,1>,
    PSYS_PART_END_COLOR,<1,1,1>,
    PSYS_PART_START_SCALE,<0.6,0.6,0.6>,
    PSYS_PART_END_SCALE,<1.5,1.5,1.5>,
    PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE,
    PSYS_SRC_BURST_RATE,0.1,
    PSYS_SRC_ACCEL, 0.8 * llRot2Fwd(llGetRot()),
    PSYS_SRC_BURST_PART_COUNT,10,
    PSYS_SRC_BURST_RADIUS,0.02,
    PSYS_SRC_BURST_SPEED_MIN,0.0,
    PSYS_SRC_BURST_SPEED_MAX,0.9,
    PSYS_SRC_TARGET_KEY,llGetOwner(),
    PSYS_SRC_ANGLE_BEGIN,0.0,
    PSYS_SRC_ANGLE_END,0.0,
    PSYS_SRC_OMEGA,<0.5,0.5,0.5>,
    PSYS_SRC_MAX_AGE, 0.6,
    // PSYS_SRC_TEXTURE, "8146459e-47a2-47ce-93d6-bac9359afa84",
    PSYS_SRC_TEXTURE, "poof",
    PSYS_PART_START_ALPHA, 0.3,
    PSYS_PART_END_ALPHA, 0.0
    ]);



                 llResetTime();  // we fired, set timer back to 0

                 // HACK: gun shoots from gun pos, mouselook looks
                 // from player's eye, so we try to move the gun
                 // up to the eye.  but we really don't
                 // know where it is, so we guess (see gEyeOffset)
                 vector      my_pos = llGetPos() + gEyeOffset;
                 rotation    my_rot = llGetRot();
                 vector      my_fwd = llRot2Fwd(my_rot);

                 // Rez a bullet!
                 llRezObject("Bullet",
                     my_pos,
                     my_fwd * gBulletSpeed,
                     my_rot,
                     1);

                 // decrease ammo count
                 --gAmmo;
                 if ( gAmmo>  0 )
                 {
                     // still bullets left
                 }
                 else if ( gAmmo == 0 )
                 {
                     // we just ran out of shots
                     // play reload sound here after a delay
                     llTriggerSound("45reload", 2.0);
                 }
                 else // gAmmo<  0
                 {
                     // we've just fired first round of new clip
                     gAmmo = gAmmoClipSize - 1;
                 }
             } else
             {
                 debug("Can't shoot, reloading...");
             }
         }

     } // control

} // default state


I modified it to have smoke when I shoot, so I wonder why it does damage to
me when I shoot and how I can make it damage the other avatar instead?

any suggestions?
Tryt to make sure the bullet is rezzed just beyond the barrel tip of the gun. I don't know for sure, but I once made a cannon in SL, with exploding shells. I made that mistake once, and the shot was rezzing within the lenght of the barrel and blowing up right on the tip. So you own bullet might be making contact with the gun and score a hit on you.

Just an idea.

Hope that helped,..
InuYasha


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