Builder's Buddy Update for Giant Varregions

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Brayla Sana
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Builder's Buddy Update for Giant Varregions

Post by Brayla Sana »

I made the changes to accommodate the new giant regions. You can find a copy of these at the Brayla Sana Gallery sim along with other useful free scripts.

Here is the main script:

Code: Select all

///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Base Script)
// by Newfie Pendragon, 2006-2008
//
// Updated by Brayla Sana 2020
//
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Copy this entire notecard and place it in a script.  Name it "BB Base".
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////

// Channel used by Base Prim to talk to Component Prims
// This channel must be the same one in the component script
// A negative channel is used because it elimited accidental activations
// by an Avatar talking on obscure channels
integer DefaultPRIMCHAN = -192567;      // Default channel to use
//integer PRIMCHAN = DefaultPRIMCHAN;   // Channel used by Base Prim to talk to Component Prims;
integer PRIMCHAN = -192567;             // OpenSim Modification - also comment out the previous line for OpenSim
                                        // ***THIS MUST MATCH IN BOTH SCRIPTS!***

///////////////////////////////////////////////////////////////////////////////
// Variables for Positioning limits within the sim
//
// Change these values if your using Megaregions or want to limit otherwise.
float vDestPosXMIN = 0.0;
float vDestPosXMAX = 2048.0;  //2048 for Varregions
float vDestPosYMIN = 0.0;
float vDestPosYMAX = 2048.0;  //2048 for Varregions
float vDestPosZMAX = 10000.0;



//The UUID of the creator of the object
//Leave this as "" unless SL displays wrong name in object properties
key creatorUUID = "";

// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = TRUE;

// Set to TRUE to delete piece from inventory when rezzed
// (WARNING) If set to FALSE, user will be able to rez multiple copies
integer deleteOnRez = FALSE;

// Allow non-creator to use CLEAN command?
// (WARNING) If set to TRUE, it is recommended to set
// deleteOnRez to FALSE, or user could lose entire building
integer allowClean = TRUE;

//When user selects CLEAN, delete the base prim too?
integer dieOnClean = FALSE;

// Set to TRUE to record piece's location based on sim
// coordinates instead of relationship to base prim
integer recordSimLocation = FALSE;

// Set to TRUE to rez all building pieces before positioning,
// or FALSE to do (slower?) one at a time
integer bulkBuild = TRUE;

//Set to FALSE if you dont want the script to say anything while 'working'
integer chatty = TRUE;

//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;

//How often (in seconds) to perform any timed checks
float fTimerRate = 0.25;

//How long to sit still before exiting active mode
float fStoppedTime = 30.0;

//SL sometimes blocks rezzing to prevent "gray goo" attacks
//How long we wait (seconds) before we assume SL blocked our rez attempt
integer iRezWait = 10;

//Specify which Menu Options will be displayed
//FALSE will restrict full options to creator
//TRUE will offer full options to anyone
integer fullOptions = FALSE;

//Set to TRUE if you want ShapeGen channel support
// (Last 4 digits of channel affected)
integer SGCompatible = FALSE;


///////////////////////////////////////////////////////////////////////////////
//Part of KEYPAD CODE BY Andromeda Quonset....More added below in seevral places
list Menu2 = [ "-", "0","enter","7","8","9","4","5","6","1","2","3"];
string Input = "";
string Sign = "+";
string SignInput = " ";
string Caption = "Enter a number, include any leading 0's: ";

///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////

//Name each option-these names will be your button names.
string optRecord = "Record";
string optReset = "Reset";
string optBuild = "Build";
string optPos = "Position";
string optClean = "Clean";
string optDone = "Done";
string optChannel = "Channel";

//Menu option descriptions
string descRecord = ": Record the position of all parts\n";
string descReset = ": Forgets the position of all parts\n";
string descBuild = ": Rez inv. items and position them\n";
string descPos = ": Reposition the parts to a new location\n";
string descClean = ": De-Rez all pieces\n";
string descDone = ": Remove all BB scripts and freeze parts in place.\n";
string descChannel = ": Change Channel used on base and parts.\n";

integer MENU_CHANNEL;
integer MENU2_CHANNEL;
integer MENU_HANDLE;
integer MENU2_HANDLE;
key agent;
key objectowner;
integer group;
string title = "";
list optionlist = [];
integer bMoving;
vector vLastPos;
rotation rLastRot;
integer bRezzing;
integer iListenTimeout = 0;
integer iLastRez = 0;
integer iRezIndex;


InvertSign()
{
    if(Sign == "+")
        Sign = "-";
    else
        Sign = "+";
}

//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
announce_moved()
{
    llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime();        //Reset our throttle
    vLastPos = llGetPos();
    rLastRot = llGetRot();
    return;
}


rez_object()
{
    //Rez the object indicated by iRezIndex
    llRezObject(llGetInventoryName(INVENTORY_OBJECT, iRezIndex), llGetPos(), ZERO_VECTOR, llGetRot(), PRIMCHAN);
    iLastRez = llGetUnixTime();
    llSleep(2);

    if(!bRezzing) {
        bRezzing = TRUE;
        //timer_on();
    }
    llSay(PRIMCHAN, "SET_LIMITS " + (string)vDestPosXMIN + " " + (string)vDestPosXMAX + " " + (string)vDestPosYMIN + " " + (string)vDestPosYMAX + " " + (string)vDestPosZMAX );
}

post_rez_object()
{
    if ( creatorUUID != llGetOwner() ) {
        if(deleteOnRez) llRemoveInventory(llGetInventoryName(INVENTORY_OBJECT, iRezIndex));
    }
}

heard(integer channel, string name, key id, string message)
{
    if( channel == PRIMCHAN ) {
        if( message == "READYTOPOS" ) {
            //New prim ready to be positioned
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVESINGLE " + llDumpList2String([ vThisPos, rThisRot ], "|"));

        } else if( message == "ATDEST" ) {
            //Rez the next in the sequence (if any)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();
            } else {
                //We are done building, reset our listeners
                iLastRez = 0;
                bRezzing = FALSE;
                state reset_listeners;
            }
        }
        return;

    } else if( channel == MENU_CHANNEL ) {   //Process input from original menu
        if ( message == optRecord ) {
            PRIMCHAN = DefaultPRIMCHAN;
            llOwnerSay("Recording positions...");
            if(recordSimLocation) {
                //Location in sim
                llRegionSay(PRIMCHAN, "RECORDABS " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            } else {
                //Location relative to base
                llRegionSay(PRIMCHAN, "RECORD " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
            return;
        }
        if( message == optReset ) {
            llOwnerSay("Forgetting positions...");
            llShout(PRIMCHAN, "RESET");
            return;
        }
        if ( message == optBuild ) {
            if(chatty) llOwnerSay("Rezzing build pieces...");

            //If rezzing/positioning one at a time, we need
            // to listen for when they've reached their dest
            if(!bulkBuild) {
                llListen(PRIMCHAN, "", NULL_KEY, "READYTOPOS");
                llListen(PRIMCHAN, "", NULL_KEY, "ATDEST");
            }

            //Start rezzing, last piece first
            iRezIndex = llGetInventoryNumber(INVENTORY_OBJECT) - 1;
            rez_object();
            return;
        }
        if ( message == optPos ) {
            if(chatty) llOwnerSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        if ( message == optClean ) {
            llRegionSay(PRIMCHAN, "CLEAN");
            if(dieOnClean) llDie();
            return;
        }
        if ( message == optDone ) {
            llRegionSay(PRIMCHAN, "DONE");
            if(chatty) llOwnerSay("Removing Builder's Buddy scripts.");
            return;
        }
        if ( message == optChannel ) {
            Sign = "+"; //default is a positive number
            Input = "";
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }

    } else if ( channel == MENU2_CHANNEL ) {    //process input from MENU2
        // if a valid choice was made, implement that choice if possible.
        // (llListFindList returns -1 if Choice is not in the menu list.)
        if ( llListFindList( Menu2, [ message ]) != -1 ) {
            if( llListFindList(["0", "1", "2", "3", "4", "5", "6", "7", "8", "9"], [message]) != -1) {
                Input += message;
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "-" ) {
                InvertSign();
                SignInput = Sign + Input;
                llDialog( agent, Caption + SignInput, Menu2, MENU2_CHANNEL );

            } else if( message == "enter" ) {     //terminate input from menu2
                string CalcChan = Input;

                //Apply ShapeGen compatibility?
                if(SGCompatible) {
                    //new assign channel number, forcing last 4 digits to 0000
                    integer ChanSize = llStringLength(Input); //determine number of digits (chars)
                    if(ChanSize > 5) {
                        CalcChan = llGetSubString(Input, 0, 4);    //Shorten to 5 digits
                    }
                    CalcChan += "0000"; //append 0000
                    if(Sign == "-")
                        CalcChan = Sign + CalcChan;
                }
                PRIMCHAN = (integer)CalcChan; //assign channel number
                llOwnerSay("Channel set to " + (string)PRIMCHAN + ".");
            }

        } else {
            llDialog( agent, Caption, Menu2, MENU2_CHANNEL );
        }
    }
}


///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
    ///////////////////////////////////////////////////////////////////////////////
    changed(integer change) {
        if(change & CHANGED_OWNER)
        llResetScript();
    }

    ///////////////////////////////////////////////////////////////////////////////
    state_entry () {
        //Determine the creator UUID
        if(creatorUUID == "") creatorUUID = llGetCreator();

        //Use which menu?
        if (creatorUUID == llGetOwner() || fullOptions) {
            //Display all options
            optionlist = [optPos, optClean, optDone, optRecord, optReset, optBuild, optChannel];
            title = optRecord + descRecord;
            title += optReset + descReset;
            title += optBuild + descBuild;
            title += optPos + descPos;
            title += optClean + descClean;
            title += optDone + descDone;
            title += optChannel + descChannel;

        } else {
            //Display limited options
            if(allowClean) {
                optionlist = [optBuild, optPos, optClean, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optClean + descClean;
                title += optDone + descDone;
            } else {
                optionlist = [optBuild, optPos, optDone];
                title = optBuild + descBuild;
                title += optPos + descPos;
                title += optDone + descDone;
            }
        }

        //Record our position
        vLastPos = llGetPos();
        rLastRot = llGetRot();

        llSetTimerEvent(fTimerRate);
    }

    ///////////////////////////////////////////////////////////////////////////////
    touch_start (integer total_number) {
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
        agent = llDetectedKey(0); // Agent's key
        objectowner = llGetOwner(); // objowners key
        // is the Agent = the owner OR is the agent in the owners group
        if ( (objectowner == agent) || ( group && ingroup )  )  {
            iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
            MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
            MENU2_CHANNEL = MENU_CHANNEL + 1;
            MENU_HANDLE = llListen(MENU_CHANNEL,"","","");
            MENU2_HANDLE = llListen(MENU2_CHANNEL,"","","");
            if ( creatorUUID == llGetOwner() || fullOptions) {
                llDialog(agent,title + "Now on Channel " + (string)PRIMCHAN, optionlist, MENU_CHANNEL); //display channel number if authorized
            } else {
                llDialog(agent, title, optionlist, MENU_CHANNEL);
            }
            //timer_on();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message) {
        heard(channel, name, id, message);
        return;
    }

    ///////////////////////////////////////////////////////////////////////////////
    moving_start()
    {
        if( !bMoving )
        {
            bMoving = TRUE;
            //timer_on();
            announce_moved();
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    object_rez(key id) {
        //The object rezzed, perform any post-rez processing
        post_rez_object();

        //Rezzing it all before moving?
        if(bulkBuild) {
            //Move on to the next object
            //Loop through backwards (safety precaution in case of inventory change)
            iRezIndex--;
            if(iRezIndex >= 0) {
                //Attempt to rez it
                rez_object();

            } else {
                //Rezzing complete, now positioning
                iLastRez = 0;
                bRezzing = FALSE;
                if(chatty) llOwnerSay("Positioning");
                llRegionSay(PRIMCHAN, "MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    timer() {
        //Did we change position/rotation?
        if( (llGetRot() != rLastRot) || (llGetPos() != vLastPos) )
        {
            if( llGetTime() > fTimerRate ) {
                announce_moved();
            }
        }

        //Are we rezzing?
        if(bRezzing) {
            //Did the last one take too long?
            if((llGetUnixTime() - iLastRez) >= iRezWait) {
                //Yes, retry it
                if(chatty) llOwnerSay("Reattempting rez of most recent piece");
                rez_object();
            }
        }

        //Open listener?
        if( iListenTimeout != 0 )
        {
            //Past our close timeout?
            if( iListenTimeout <= llGetUnixTime() )
            {
                iListenTimeout = 0;
                llListenRemove(MENU_HANDLE);
            }
        }
    }

    ///////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        //Reset ourselves
        llResetScript();
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

And Here is the Component:

Code: Select all



///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, 2006-2008
//
// Updated by Brayla Sana 2020
//
///////////////////////////////////////////////////////////////////////////////
//
// Script Purpose & Use
// Functions are dependent on the "component script"
//
// QUICK USE:
// - Drop this script in the Base.
// - Drop the "Component" Script in each building part.
// - Touch your Base, and choose RECORD
// - Take all building parts into inventory
// - Drag building parts from inventory into Base Prim
// - Touch your base and choose BUILD
//
// OTHER COMMANDS from the Touch menu
// - To reposition, move/rotate Base Prim choose POSITION
// - To lock into position (removes scripts) choose DONE
// - To delete building pieces: choose CLEAN
///////////////////////////////////////////////////////////////////////////////
// This script is copyrighted material, and has a few (minor) restrictions.
// For complete details, including a revision history, please see
//  http://wiki.secondlife.com/wiki/Builders_Buddy
///////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////
// Added a Memory datastorage for opensim using osMakeNotecard
///////////////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25;          // Time in seconds between movement 'ticks'
integer DefaultChannel = -192567;     // Andromeda Quonset's default channel
//integer PRIMCHAN = DefaultChannel;  // Channel used by Base Prim to talk to Component Prims;
integer PRIMCHAN = -192567;           // OpenSim Modification - also comment out the previous line for OpenSim
                                      // ***THIS MUST MATCH IN BOTH SCRIPTS!***

//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
vector vOffset;
rotation rRotation;
integer bNeedMove;
vector vDestPos;
rotation rDestRot;
integer bMovingSingle = FALSE;
integer bAbsolute = FALSE;
integer bRecorded = FALSE;


list record_mem = []; // Memory to be stored
key g_quary_nc;  //for reading our memory notecard
integer nc_line;  //what line are we reading
integer iStartValue;

//////////////////////////////////////////////////////////////////////////////////////////
// Variables for Positioninglimits within the sim
float vDestPosXMIN = 0.0;
float vDestPosXMAX = 2048.0;
float vDestPosYMIN = 0.0;
float vDestPosYMAX = 2048.0;
float vDestPosZMAX = 10000.0;


////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
    //This routine searches for the first word in a string,
    // and returns it.  If no word boundary found, returns
    // the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, 0, pos - 1);
    else
        return In_String;
}

////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
{
    //This routine searches for the other-than-first words in a string,
    // and returns it. If no word boundary found, returns
    // an empty string.
    if( Token == "" ) Token = " ";

    integer pos = llSubStringIndex(In_String, Token);

    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
    else
        return "";
}

////////////////////////////////////////////////////////////////////////////////
do_move()
{
    integer i = 0;
    vector vLastPos = ZERO_VECTOR;
    while( (i < 5) && (llGetPos() != vDestPos) )
    {
        list lParams = [];

        //If we're not there....
        if( llGetPos() != vDestPos )
        {
            //We may be stuck on the ground...
            //Did we move at all compared to last loop?
            if( llGetPos() == vLastPos )
            {
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                //llSetPos(llGetPos() + <0, 0, 10.0>);
            } else {
                //Record our spot for 'stuck' detection
                vLastPos = llGetPos();
            }
        }

        //Try to move to destination
        //Upgraded to attempt to use the llSetPrimitiveParams fast-move hack
        //(Newfie, June 2006)
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), vDestPos) / 10.0));
        integer x;
        for( x = 0; x < iHops; x++ ) {
            lParams += [ PRIM_POSITION, vDestPos ];
        }
        llSetPrimitiveParams(lParams);
        //llSleep(0.1);
        i++;
    }

    //Set rotation
    llSetRot(rDestRot);
}

start_move(string sText, key kID)
{
    //Don't move if we've not yet recorded a position
    if( !bRecorded ) return;

    //Also ignore commands from bases with a different owner than us
    //(Anti-hacking measure)
    if( llGetOwner() != llGetOwnerKey(kID) ) return;

    //Calculate our destination position relative to base?
    if(!bAbsolute) {
        //Relative position
        //Calculate our destination position
        sText = other_words(sText, " ");
        list lParams = llParseString2List(sText, [ "|" ], []);
        vector vBase = (vector)llList2String(lParams, 0);
        rotation rBase = (rotation)llList2String(lParams, 1);

        vDestPos = (vOffset * rBase) + vBase;
        rDestRot = rRotation * rBase;
    } else {
        //Sim position
        vDestPos = vOffset;
        rDestRot = rRotation;
    }

    //Make sure our calculated position is within the sim
    if(vDestPos.x < vDestPosXMIN) vDestPos.x = vDestPosXMIN;
    if(vDestPos.x > vDestPosXMAX) vDestPos.x = vDestPosXMAX;
    if(vDestPos.y < vDestPosYMIN) vDestPos.y = vDestPosYMIN;
    if(vDestPos.y > vDestPosYMAX) vDestPos.y = vDestPosYMAX;
    if(vDestPos.z > vDestPosZMAX) vDestPos.z = vDestPosZMAX;


    //Turn on our timer to perform the move?
    if( !bNeedMove )
    {
        llSetTimerEvent(fTimerInterval);
        bNeedMove = TRUE;
    }
    return;
}

//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        //Open up the listener
        llListen(PRIMCHAN, "", NULL_KEY, "");
        llRegionSay(PRIMCHAN, "READYTOPOS");
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    on_rez(integer iStart)
    {
        iStartValue = iStart;
        if(llGetInventoryType("Builders Buddy Memory") != -1)
        {
            nc_line = 0;
            g_quary_nc = llGetNotecardLine("Builders Buddy Memory", nc_line);
        }
        else
        {
            //Set the channel to what's specified
            if( iStart != 0 )
            {
                PRIMCHAN = iStart;
                state reset_listeners;
            }
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    listen(integer iChan, string sName, key kID, string sText)
    {
        string sCmd = llToUpper(first_word(sText, " "));

        if( sCmd == "SET_LIMITS" )
        {
            list lParams = llParseString2List(sText, [ " " ], []);
            
            vDestPosXMIN = llList2Float(lParams, 1);
            vDestPosXMAX = llList2Float(lParams, 2);
            vDestPosYMIN = llList2Float(lParams, 3);
            vDestPosYMAX = llList2Float(lParams, 4);
            vDestPosZMAX = llList2Float(lParams, 5);        
        
        }   
        else if( sCmd == "RECORD" )
        {
            record_mem = [];
            
            //Record position relative to base prim
            sText = other_words(sText, " ");
            list lParams = llParseString2List(sText, [ "|" ], []);
            vector vBase = (vector)llList2String(lParams, 0);
            rotation rBase = (rotation)llList2String(lParams, 1);

            vOffset = (llGetPos() - vBase) / rBase;
                record_mem += "vOffset|" +(string)vOffset ;
            rRotation = llGetRot() / rBase;
                record_mem += "rRotation|" +(string)rRotation ;
            bAbsolute = FALSE;
                record_mem += "bAbsolute|" +(string)bAbsolute ;
            bRecorded = TRUE;
                record_mem += "bRecorded|" +(string)bRecorded ;
            
            if(llGetInventoryType("Builders Buddy Memory") != -1)
            {
                llRemoveInventory("Builders Buddy Memory");
            }
            osMakeNotecard( "Builders Buddy Memory", record_mem );
            
            
            llOwnerSay("Recorded position.");
            return;
        }

        if( sCmd == "RECORDABS" )
        {
            record_mem = [];
            //Record absolute position
            rRotation = llGetRot();
                record_mem += "rRotation|" +(string)rRotation ;
            vOffset = llGetPos();
                record_mem += "vOffset|" +(string)vOffset ;
            bAbsolute = TRUE;
                record_mem += "bAbsolute|" +(string)bAbsolute ;
            bRecorded = TRUE;
                record_mem += "bRecorded|" +(string)bRecorded ;
                
            if(llGetInventoryType("Builders Buddy Memory") != -1)
            {
                llRemoveInventory("Builders Buddy Memory");
            }
            osMakeNotecard( "Builders Buddy Memory", record_mem );                
            
            llOwnerSay("Recorded sim position.");
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "MOVE" )
        {
            start_move(sText, kID);
            return;
        }

        if( sCmd == "MOVESINGLE" )
        {
            //If we haven't gotten this before, position ourselves
            if(!bMovingSingle) {
                //Record that we are a single-prim move
                bMovingSingle = TRUE;

                //Now move it
                start_move(sText, kID);
                return;
            }
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "DONE" )
        {
            //We are done, remove script
            if(llGetInventoryType("Builders Buddy Memory") != -1)
            {
                llRemoveInventory("Builders Buddy Memory");
            }
            llRemoveInventory(llGetScriptName());
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "CLEAN" )
        {
            //Clean up
            llDie();
            return;
        }

        //////////////////////////////////////////////////////////////////////////////////////////
        if( sCmd == "RESET" )
        {
            llResetScript();
        }
    }

    //////////////////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Turn ourselves off
        llSetTimerEvent(0.0);

        //Do we need to move?
        if( bNeedMove )
        {
            //Perform the move and clean up
            do_move();

            //If single-prim move, announce to base we're done
            if(bMovingSingle) {
                llRegionSay(PRIMCHAN, "ATDEST");
            }

            //Done moving
            bNeedMove = FALSE;
        }
        return;
    }
    dataserver(key queryid, string data)
    {
        if ( queryid == g_quary_nc)
        {
            if (data != EOF)
            {
                list n = llParseString2List(data, ["|"], []);
                
                if(llList2String(n, 0) == "vOffset")
                {
                    vOffset = llList2Vector(n, 1);
                }
                else if(llList2String(n, 0) == "rRotation")
                {
                    rRotation = llList2Rot(n, 1);
                }
                else if(llList2String(n, 0) == "bAbsolute")
                {
                    bAbsolute = (integer)llList2String(n, 1);
                }
                else if(llList2String(n, 0) == "bRecorded")
                {
                    bRecorded = (integer)llList2String(n, 1);
                }
                nc_line++;
                g_quary_nc = llGetNotecardLine("Builders Buddy Memory", nc_line);
            }
            else
            {
                //Set the channel to what's specified
                if( iStartValue != 0 )
                {
                    PRIMCHAN = iStartValue;
                    state reset_listeners;
                }
            }
        }
    }
}


//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
    //////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}

These users thanked the author Brayla Sana for the post (total 6):
Ilan TochnerChristine NynDot MatrixChris NamasteFilipa ThespianKoshari Mahana
Dadiella's for Fashion and Brayla Sana Gallery for Building!
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Chris Namaste
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Joined: Wed Jan 27, 2016 6:55 pm
Has thanked: 1527 times
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Re: Builder's Buddy Update for Giant Varregions

Post by Chris Namaste »

hi brayla,
can u please,add the url of your gallery?
i've looked via your profile (did not find url),
i could tp via the kitely map,
landed where beautiful houses are,
i'm sorry i can't find your gallery,
thankyou :)
Chris CreationZ url kitely market : https://www.kitely.com/market?store=914 ... &sort=date
Because ultimately we are not the avatars we create. We are not the pictures on the film stock. We are the light that shines through.Jim Carrey
User avatar
Chris Namaste
Posts: 350
Joined: Wed Jan 27, 2016 6:55 pm
Has thanked: 1527 times
Been thanked: 323 times

Re: Builder's Buddy Update for Giant Varregions

Post by Chris Namaste »

Chris Namaste wrote:
Sun Feb 06, 2022 3:19 pm
hi brayla,
can u please,add the url of your gallery?
i've looked via your profile (did not find url),
i could tp via the kitely map,
landed where beautiful houses are,
i'm sorry i can't find your gallery,
thankyou :)
Chris CreationZ url kitely market : https://www.kitely.com/market?store=914 ... &sort=date
Because ultimately we are not the avatars we create. We are not the pictures on the film stock. We are the light that shines through.Jim Carrey
User avatar
Brayla Sana
Posts: 78
Joined: Wed Mar 27, 2013 7:09 pm
Has thanked: 19 times
Been thanked: 144 times

Re: Builder's Buddy Update for Giant Varregions

Post by Brayla Sana »

hop://grid.kitely.com:8002/Brayla%20Sana%20Gallery/347/316/30 is the slurl to the free scripts area of my sim.
These users thanked the author Brayla Sana for the post (total 3):
Chris NamasteIlan TochnerGraham Mills
Dadiella's for Fashion and Brayla Sana Gallery for Building!
User avatar
Filipa Thespian
Posts: 20
Joined: Tue Jul 28, 2020 7:59 pm
Location: Pennsylvania, USA
Has thanked: 11 times
Been thanked: 15 times
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Re: Builder's Buddy Update for Giant Varregions

Post by Filipa Thespian »

you my lady are the bestest :)
I am Pip, therefore I ... um ... well ... am :D

Image
https://www.kitely.com/market?store=16267322
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