I would recommend uploading the working script to OSgrid's forum. There is also a new, but not well known, script resource library created by the folks at Spellscape Grid. http://www.spellscape.co.uk/resources/scripts I would suggest adding it there also. I think once it gets used a bit it has potential to be a very useful resource for all of OpenSim.
Another popular resource is at http://www.outworldz.com/cgi/freescripts.plx You should upload it there as well. -Seth On Thu, Jun 11, 2015 at 2:06 PM, <[email protected]> wrote: > Send Opensim-users mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Opensim-users digest..." > > > Today's Topics: > > 1. Re: Boat script for bullet engine (Thomas Ringate) > 2. Re: Boat script for bullet engine (Vegaslon) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Thu, 11 Jun 2015 08:42:54 -0400 > From: "Thomas Ringate" <[email protected]> > To: <[email protected]> > Subject: Re: [Opensim-users] Boat script for bullet engine > Message-ID: <BE5C0BA9A89240B494E262805F16C291@TomsDesktop> > Content-Type: text/plain; charset="utf-8" > > The wiki would be a good place. I posted mine to the OSgrid forum in the > script section. Hopefully it will be added to the consolidated list of > scripts there, making it easier to find. > > http://forums.osgrid.org/viewtopic.php?f=5&t=5486 > > From: Dahlia Trimble > Sent: Thursday, June 11, 2015 1:07 AM > To: [email protected] > Subject: Re: [Opensim-users] Boat script for bullet engine > > *votes for a sample script wiki page on http://opensimulator.org/ > > > > On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue <[email protected]> > wrote: > > There have been several requests for sample scripts that are known to > work. With all the scripts floating around, it is hard to find the right > place to start. > > If I was to start collecting such scripts, where should they be stored > so new scripters will find them? > > ==mb > > On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate <[email protected]> > wrote: > > Mister Blue, > > I closed the mantis. The problem was with not setting hover height to > something other than zero. That is the value used in the lsl wiki and I > thought it meant to hover right on the water, not disable hover. > > I will post this script once I finish cleaning it up and commenting > it. Then others like me will be able to find it in the forum in the script > section for something that works. They can modify it to their liking and > add other features. > > Tom > > From: Mister Blue > Sent: Monday, June 08, 2015 9:40 PM > To: opensim-users maillist > Subject: Re: [Opensim-users] Boat script for bullet engine > > As BulletSim's maintainer, I would like to fix the problems you've > been finding. > > I thought I'd fixed the sinking problem in the latest master. There > used to be a problem with setting buoyancy (BulletSim is like SL when > dealing with buoyancy and vehicles and not like ODE). > > If you can file a Mantis with a short script that fails, I will take a > look at it. I want vehicles to work with BulletSim. > > == MB > > On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <[email protected]> > wrote: > > I have been trying to modify the vehicle script for the > bulletsim-jetbike v1.0.lsl written by Shin Ingen. I want to use the script > in a Jet Ski. > > The issues I need to solve are: > - do not sink when driver sits > - detect region borders and veer away > - detect shoreline and veer away > > The most critical of these is the first. Searching using Google > shows that the most common problem for a boat is that it sinks when the > driver > gets on the boat. I am able to keep the boat afloat using the above > script if I never turn it. Once I maneuver at all it slowly sinks to the > bottom. > > Unfortunately, after reading for many hours about vehicles in the > wiki, I find nothing I change or try does anything but make it worse. > > There are no published working bullet scripts for a boat that I > could find as an example to achieve a boat that would maneuver and stay > floating. > > Is there such a script? If so can someone point me to it please. > > The above script is really a lot of fun speeding around a region > diving into water, scaling mountains and flying back to ground level. > As long as you avoid the regions borders it is great. > I have added code to detect the borders, veer away and slow down > while doing it. > Unfortunately there is no way I have found to do this the same way > as running into a non phantom prim. > I have to set the border limit to 15 meters to give the script time > to react, slow the vehicle and start the turn operation. > It is still possible to overshoot the border and that is sudden > death for this script and vehicle. > > Tom > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > > > ---------------------------------------------------------------------------- > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > > > > -------------------------------------------------------------------------------- > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://opensimulator.org/pipermail/opensim-users/attachments/20150611/4c14b8e0/attachment-0001.html > > > > ------------------------------ > > Message: 2 > Date: Thu, 11 Jun 2015 14:06:34 -0400 > From: Vegaslon <[email protected]> > To: [email protected] > Subject: Re: [Opensim-users] Boat script for bullet engine > Message-ID: > < > caejpjwh+wjamxadm91uyq01hmpk7+kneobbd0bgybnrvhnm...@mail.gmail.com> > Content-Type: text/plain; charset="utf-8" > > * is not opposed to a sample script wiki page if it is made easier to find > then the current bulletsim vehicle tweaking pages. Also think any example > vehicle scripts should be hosted on a wiki so future inprovements that > change behavior for these scripts can be documented. With the hope people > will look at these pages as a trouble shooter to find solutions when they > notice altered behavior in their vehicles. > On Jun 11, 2015 8:43 AM, "Thomas Ringate" <[email protected]> wrote: > > > The wiki would be a good place. I posted mine to the OSgrid forum in > > the script section. Hopefully it will be added to the consolidated list > of > > scripts there, making it easier to find. > > > > http://forums.osgrid.org/viewtopic.php?f=5&t=5486 > > > > *From:* Dahlia Trimble <[email protected]> > > *Sent:* Thursday, June 11, 2015 1:07 AM > > *To:* [email protected] > > *Subject:* Re: [Opensim-users] Boat script for bullet engine > > > > *votes for a sample script wiki page on http://opensimulator.org/ > > > > > > On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue <[email protected]> > > wrote: > > > >> There have been several requests for sample scripts that are known to > >> work. With all the scripts floating around, it is hard to find the right > >> place to start. > >> > >> If I was to start collecting such scripts, where should they be stored > so > >> new scripters will find them? > >> > >> ==mb > >> > >> On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate <[email protected]> > >> wrote: > >> > >>> Mister Blue, > >>> > >>> I closed the mantis. The problem was with not setting hover height to > >>> something other than zero. That is the value used in the lsl wiki and > I > >>> thought it meant to hover right on the water, not disable hover. > >>> > >>> I will post this script once I finish cleaning it up and commenting it. > >>> Then others like me will be able to find it in the forum in the script > >>> section for something that works. They can modify it to their liking > and > >>> add other features. > >>> > >>> Tom > >>> > >>> *From:* Mister Blue <[email protected]> > >>> *Sent:* Monday, June 08, 2015 9:40 PM > >>> *To:* opensim-users maillist <[email protected]> > >>> *Subject:* Re: [Opensim-users] Boat script for bullet engine > >>> > >>> As BulletSim's maintainer, I would like to fix the problems you've > >>> been finding. > >>> > >>> I thought I'd fixed the sinking problem in the latest master. There > used > >>> to be a problem with setting buoyancy (BulletSim is like SL when > dealing > >>> with buoyancy and vehicles and not like ODE). > >>> > >>> If you can file a Mantis with a short script that fails, I will take a > >>> look at it. I want vehicles to work with BulletSim. > >>> > >>> == MB > >>> > >>> On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate <[email protected]> > >>> wrote: > >>> > >>>> I have been trying to modify the vehicle script for the > >>>> bulletsim-jetbike v1.0.lsl written by Shin Ingen. I want to use the > script > >>>> in a Jet Ski. > >>>> > >>>> The issues I need to solve are: > >>>> - do not sink when driver sits > >>>> - detect region borders and veer away > >>>> - detect shoreline and veer away > >>>> > >>>> The most critical of these is the first. Searching using Google shows > >>>> that the most common problem for a boat is that it sinks when the > driver > >>>> gets on the boat. I am able to keep the boat afloat using the above > >>>> script if I never turn it. Once I maneuver at all it slowly sinks to > the > >>>> bottom. > >>>> > >>>> Unfortunately, after reading for many hours about vehicles in the > wiki, > >>>> I find nothing I change or try does anything but make it worse. > >>>> > >>>> There are no published working bullet scripts for a boat that I could > >>>> find as an example to achieve a boat that would maneuver and stay > floating. > >>>> > >>>> Is there such a script? If so can someone point me to it please. > >>>> > >>>> The above script is really a lot of fun speeding around a region > diving > >>>> into water, scaling mountains and flying back to ground level. > >>>> As long as you avoid the regions borders it is great. > >>>> I have added code to detect the borders, veer away and slow down while > >>>> doing it. > >>>> Unfortunately there is no way I have found to do this the same way as > >>>> running into a non phantom prim. > >>>> I have to set the border limit to 15 meters to give the script time to > >>>> react, slow the vehicle and start the turn operation. > >>>> It is still possible to overshoot the border and that is sudden death > >>>> for this script and vehicle. > >>>> > >>>> Tom > >>>> > >>>> _______________________________________________ > >>>> Opensim-users mailing list > >>>> [email protected] > >>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >>>> > >>>> > >>> ------------------------------ > >>> _______________________________________________ > >>> Opensim-users mailing list > >>> [email protected] > >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >>> > >>> _______________________________________________ > >>> Opensim-users mailing list > >>> [email protected] > >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >>> > >>> > >> > >> _______________________________________________ > >> Opensim-users mailing list > >> [email protected] > >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >> > >> > > > > ------------------------------ > > _______________________________________________ > > Opensim-users mailing list > > [email protected] > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > _______________________________________________ > > Opensim-users mailing list > > [email protected] > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://opensimulator.org/pipermail/opensim-users/attachments/20150611/d4aa3543/attachment.html > > > > ------------------------------ > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > End of Opensim-users Digest, Vol 15, Issue 11 > ********************************************* >
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