Huhu, auch von mir ein Herzliches willkommen.
Ich habe ein Script für eine verlinkte Tür, kann man benutzen wie man will, sogar Grössenänderung des Prims. Ideal für Sculptietüren oder 1 Primtüren, die man mit dem Gebäude, Möbel was auch immer verlinken kann (einfacher fürs Rezzen)...
Hat auch eine Zugansberechtigungsliste.
Timeless Doorscript (ist fullperm):
Die Sounds im Script müsstest du eventuell austauschen, da ich in einem anderen Grid hocke und sie mit Chance nicht gefunden werden. Einfach UUID von Sounds aus deinem Inventar eintragen.
Viel Spass damit.
Viele Scripte findet man auch hier...
Liebe Grüsse
Ly
Ich habe ein Script für eine verlinkte Tür, kann man benutzen wie man will, sogar Grössenänderung des Prims. Ideal für Sculptietüren oder 1 Primtüren, die man mit dem Gebäude, Möbel was auch immer verlinken kann (einfacher fürs Rezzen)...
Hat auch eine Zugansberechtigungsliste.
Timeless Doorscript (ist fullperm):
Code:
//------------------------------------------------------
// Timeless Linked Door Script by Timeless Prototype
//------------------------------------------------------
// The latest version of this script can always be found
// in the Library section of the wiki:
// http://www.secondlife.com/badgeo/
// This script is free to use, but whereever it is used
// the SCRIPT's permissions MUST be set to:
// [x] Next owner can modify
// [x] Next owner can copy
// [x] Next owner can transfer
// [x] Allow anyone to copy
// [x] Share with group
//------------------------------------------------------
// USAGE INSTRUCTIONS FOR EVERYDAY USE:
//------------------------------------------------------
// Say the following commands on channel 0:
// 'unlock' - Unlocks all doors in range.
// 'lock' - Locks all doors in range and allows
// only the permitted users to open it.
// To open the door, either Touch it, Walk into it or
// say 'open' or say 'close'.
//------------------------------------------------------
// USAGE INSTRUCTIONS FOR BUILDERS:
//------------------------------------------------------
// 1. Copy and paste this script into the door prim and
// change the settings (see further down).
// 2. The door prim must be linked to at least one other
// prim (could be linked to the house for example).
// 3. The door prim MUST NOT be the root prim.
// 4. Use Edit Linked Parts to move, rotate and size the
// door prim for the closed state.
// 5. When ready, stand close to the door and say
// '/door closed' (this records the closed door
// position, rotation and size to the object's
// name and description).
// 6. Use the Edit Linked parts to move, rotate and size
// the door prim for the opened state.
// 7. When ready, stand close to the door and say
// '/door opened' (this records the opened door
// position, rotation and size).
// 8. Once recorded it will not accept these commands
// again. If you do need to redo the settings then
// delete the Name and Description of the door prim
// (these are where the position information is
// stored), and then follow the steps above again.
// Note: deleting the object name won't save, so set
// the object name to 'Object' to reset the object
// name.
//------------------------------------------------------
// Change these settings to suit your needs.
//------------------------------------------------------
// To mute any/all of the sounds set the sound string(s)
// to "" (empty string).
// To get the UUID of a sound, right click on the sound
// in your inventory and choose "Copy Asset UUID", then
// paste the UUID in here.
string doorOpenSound = "cf5dd7c9-181a-4f7e-baac-0d3a673705c2";
string doorCloseSound = "08bebb9a-b586-442a-aea2-cf20a7a31f02";
string confirmedSound = "58855e0e-9973-4e2c-aca6-1014acfc87e9";
string accessDeniedSound = "";
string doorBellSound = ""; // Setting to empty stops door announcements too.
float autoCloseTime = 0; // 0 seconds to disable auto close.
integer allowGroupToo = TRUE; // Set to FALSE to disallow same group access to door.
list allowedAgentUUIDs = ["8efecbac-35de-4f40-89c1-2c772b83cafa"]; // Comma-separated, quoted list of avatar UUIDs who are allowed access to this door.
integer listenChannel = 0;
//------------------------------------------------------
// Leave the rest of the settings alone, these are
// handled by the script itself.
//------------------------------------------------------
integer isLocked = FALSE; // Only when the door is locked do the permissions apply.
integer isOpen = TRUE;
vector openPos = ZERO_VECTOR;
rotation openRot = ZERO_ROTATION;
vector openScale = ZERO_VECTOR;
vector closedPos = ZERO_VECTOR;
rotation closedRot = ZERO_ROTATION;
vector closedScale = ZERO_VECTOR;
key openerKey = NULL_KEY;
key closerKey = NULL_KEY;
integer isSetup = FALSE;
integer listenHandle = 0;
string avatarName = "";
mySayName(integer channel, string objectName, string message)
{
string name = llGetObjectName();
llSetObjectName(objectName);
llSay(0, "/me " + message);
llSetObjectName(name);
}
mySay(integer channel, string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llSay(0, message);
llSetObjectName(name);
}
myOwnerSay(string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llOwnerSay(message);
llSetObjectName(name);
}
mySoundConfirmed()
{
if (confirmedSound != "")
{
llTriggerSound(confirmedSound, 1.0);
}
}
mySoundAccessDenied()
{
if (accessDeniedSound != "")
{
llTriggerSound(accessDeniedSound, 1.0);
}
}
myGetDoorParams()
{
isSetup = FALSE;
if (llSubStringIndex(llGetObjectDesc(), "door;") == 0 && llSubStringIndex(llGetObjectName(), "door;") == 0)
{
list nameWords = llParseString2List(llGetObjectName(), [";"], []);
list descWords = llParseString2List(llGetObjectDesc(), [";"], []);
if (llGetListLength(nameWords) != 4 || llGetListLength(descWords) != 4)
{
myOwnerSay("The door prim's name and/or description has invalid syntax and/or number of parameters. Delete the door prim's name and description and setup the door prim again.");
}
else
{
openPos = (vector)llList2String(nameWords, 1);
openRot = (rotation)llList2String(nameWords, 2);
openScale = (vector)llList2String(nameWords, 3);
closedPos = (vector)llList2String(descWords, 1);
closedRot = (rotation)llList2String(descWords, 2);
closedScale = (vector)llList2String(descWords, 3);
isSetup = TRUE;
}
}
}
mySetDoorParams(vector openPos, rotation openRot, vector openScale, vector closedPos, rotation closedRot, vector closedScale)
{
llSetObjectName("door;" +
(string)openPos + ";" +
(string)openRot + ";" +
(string)openScale);
llSetObjectDesc("door;" +
(string)closedPos + ";" +
(string)closedRot + ";" +
(string)closedScale);
isSetup = TRUE;
}
integer myPermissionCheck(key id)
{
integer hasPermission = FALSE;
if (isLocked == FALSE)
{
hasPermission = TRUE;
}
else if (llGetOwnerKey(id) == llGetOwner())
{
hasPermission = TRUE;
}
else if (allowGroupToo == TRUE && llSameGroup(id))
{
hasPermission = TRUE;
}
else if (llListFindList(allowedAgentUUIDs, [(string)id]) != -1)
{
hasPermission = TRUE;
}
return hasPermission;
}
myOpenDoor()
{
isOpen = FALSE;
myToggleDoor();
}
myCloseDoor()
{
isOpen = TRUE;
myToggleDoor();
}
myToggleDoor()
{
if (isSetup == FALSE)
{
myOwnerSay("The door prim has not been configured yet. Please read the usage instructions in the door script.");
}
else if (llGetLinkNumber() == 0 || llGetLinkNumber() == 1)
{
myOwnerSay("The door prim must be linked to at least one other prim and the door prim must not be the root prim");
}
else
{
isOpen = !isOpen;
if (isOpen)
{
if (doorBellSound != "")
{
llTriggerSound(doorBellSound, 1.0);
if (avatarName != "")
{
mySayName(0, avatarName, "is at the door.");
avatarName = "";
}
}
if (doorOpenSound != "")
{
llTriggerSound(doorOpenSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, openPos, PRIM_ROTATION, ZERO_ROTATION * openRot / llGetRootRotation(), PRIM_SIZE, openScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|opened", NULL_KEY);
}
else
{
if (doorCloseSound != "")
{
llTriggerSound(doorCloseSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, closedPos, PRIM_ROTATION, ZERO_ROTATION * closedRot / llGetRootRotation(), PRIM_SIZE, closedScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|closed", NULL_KEY);
}
llSetTimerEvent(0.0);
if (isOpen == TRUE && autoCloseTime != 0.0)
{
llSetTimerEvent(autoCloseTime);
}
}
}
default
{
state_entry()
{
listenHandle = llListen(listenChannel, "", NULL_KEY, "");
myGetDoorParams();
}
touch_start(integer total_number)
{
if (myPermissionCheck(llDetectedKey(0)) == TRUE)
{
avatarName = llDetectedName(0);
myToggleDoor();
}
else
{
mySoundAccessDenied();
}
}
timer()
{
myCloseDoor();
}
link_message(integer sender_num, integer num, string str, key id)
{
// Door API. The API is here in case you want to create PIN entry keypads or whatever.
if (num == llGetLinkNumber())
{
if (str == "cmd|door|doOpen")
{
myOpenDoor();
}
else if (str == "cmd|door|doClose")
{
myCloseDoor();
}
}
if (str == "cmd|door|discover")
{
llMessageLinked(LINK_SET, 255, "cmd|door|discovered|" + (string)llGetKey(), id);
}
}
listen(integer channel, string name, key id, string message)
{
// Performance note: it's quicker to compare the strings than to compare permissions each time anyone says anything on this channel.
if (message == "open")
{
if (myPermissionCheck(id) == TRUE)
{
// Only open the door if the person is quite close to this door.
openerKey = id;
closerKey = NULL_KEY;
avatarName = name;
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "close")
{
if (myPermissionCheck(id) == TRUE)
{
openerKey = NULL_KEY;
closerKey = id;
avatarName = name;
// Only close the door if the person is quite close to this door.
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "lock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = TRUE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "unlock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = FALSE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door opened" && llSubStringIndex(llGetObjectName(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
openPos = llGetLocalPos();
openRot = llGetLocalRot();
openScale = llGetScale();
isOpen = TRUE;
if (! (closedPos == ZERO_VECTOR && closedRot == ZERO_ROTATION && closedScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door closed" && llSubStringIndex(llGetObjectDesc(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
closedPos = llGetLocalPos();
closedRot = llGetLocalRot();
closedScale = llGetScale();
isOpen = FALSE;
if (! (openPos == ZERO_VECTOR && openRot == ZERO_ROTATION && openScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
}
sensor(integer num_detected)
{
if (openerKey != NULL_KEY)
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == openerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myOpenDoor();
}
}
openerKey = NULL_KEY;
}
else
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == closerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myCloseDoor();
}
}
closerKey = NULL_KEY;
}
}
//------------------------------------------------------
// Uncomment the following code if you particularly want
// collisions to affect the door state.
//------------------------------------------------------
// collision_start(integer num_detected)
// {
// integer i;
// for (i = 0; i < num_detected; i++)
// {
// if (myPermissionCheck(llDetectedKey(i)) == TRUE)
// {
// avatarName = llDetectedName(i);
// myOpenDoor();
// }
// else if (llDetectedType(i) & AGENT)
// {
// mySoundAccessDenied();
// }
// }
// }
} // End of default state and end of script
Die Sounds im Script müsstest du eventuell austauschen, da ich in einem anderen Grid hocke und sie mit Chance nicht gefunden werden. Einfach UUID von Sounds aus deinem Inventar eintragen.
Viel Spass damit.
Viele Scripte findet man auch hier...
Liebe Grüsse
Ly
DeReOS Grid - http://dereos.org