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Jason stellt sich vor
#1
Hallo zusammen
ich möchte mich bei Euch kurz vorstellen. Ich war viele Jahre in SL unterwegs.
Jetzt, nach einer langen Pause, habe ich wieder Lust etwas auf die Beine zu stellen und mich bei Dorena
niedergelassen. Nach einem netten freundlichen Empfang haben ich gleich eine Sim bei Ihr angemietet.

Als ich jetzt mit dem Bauen angefangen habe, bin ich gleich auf ein Problem gestossen, nämlich ein vernünftiges Door-Script zu
finden. In SL gab es einmal das Super Script mit dem Namen Multidoorscript, indem man nämlich alles wichtige einstellen konnte, wie es hier drinsteht:
This is intended as a one size fits all script, covering blind/roll, sliding, swinging and phase (phantom) doors.
Da man SL-Scripte nicht mitnehmen darf und dieses Script hier in Open Sim auch nicht funktioniert, suche ich nach einer Alternative.


Nun falle ich gleich mit der Tür ins Haus und würde mich sehr freuen, wenn ihr mir helfen könntet;-))


Lieben Gruß
Jason
The following 1 user says Thank You to Jason Oak for this post:
  • MoniTill
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#2
Hallo Jason ;D

Erstmal Herzlich Willkommen in unseren Forum ;D So ein Multidoor Script kann ich leider nicht geben, aber denke das hier bestimmt jemand sowas in seinen Inventar hat ;D Oder einfach mal die Suchfunktion vom Forum benutzen ;D
Tschöö

Bogus | PinguinsReisen.de
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#3
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):

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
The following 1 user says Thank You to LyAvain for this post:
  • Smaragd Bailey
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#4
Ich hab etliche Doorscripte. Hat bestimmt jeder von uns. Warum brauchst du eines für alle möglichen Türen?
Ich habs ja immer gerne so simpel wie möglich, kicher.

ansonsten guckstu hier:

http://forums.osgrid.org/viewtopic.php?f...0595ec50c5

oder hier:

http://www.outworldz.com/freescripts.plx
Pubertät is nix gegen das, was einem im Alter widerfährt!


dorenas-world.de:8002:bella klara
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#5
Ähm, ja und herzlich willkommen, Nachbar, im Grid als wie auch hier im Forum Big Grin
Pubertät is nix gegen das, was einem im Alter widerfährt!


dorenas-world.de:8002:bella klara
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#6
Willkommen in "Dorenas World" und im "Gridtalk", lieber Jason. Smile
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#7
ein Herzliches Willkommen auch von mir
Gruß Alira
-------------------------------------------------
DeReOS Grid - http://dereos.org
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#8
erstmal herzlichen Dank für die nette Begrüßung und die Hilfsbereitschaft hier ;-)

[b]Bogus Curry[/b] Danke für den Tip

@[b]LyAvain [/b]Danke für das Script und den Link zu outworldz.com, habe dort schon mal nachgeschaut. Das Problem bei den Doorscripten ist immer das sie dir förmlich in die Hacken knallen( Peng-auf_Peng-zu)
bei dem Multidoor Script konnte ich sogar die Öffnungsgeschwindigkeit und den Öffnungswinkel einstellen.


@Klarabella Karamell  Hallo Nachbarin, danke für die guten Links, ja Du hast recht, ich will immer gleich alles ;-)) Dieses besagte Script benutzte ich für etliche Sachen, nicht nur für Türen, deswegen fand ich es so genial.

@[b]Dorena Verne   [/b]Danke für die herzliche Begrüßung Dorena

@Alira Vigrid  lieben Gruß auch an Dich
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#9
Ach Jason, für neue im Grid Dorenas World, das Rockhouse am Freitag besuchen, heute ganz besonders, da die hundertste von dem Ana ist. Ist "PFlichtprogramm" *gg

Und Donnerstag auch Party im Gridtalk Club, auch ne .. besuch und so ;D
Tschöö

Bogus | PinguinsReisen.de
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#10
Auch von mir ... Willkommen im Grid Talk Jason! ... und ganz viel Spass beim Basteln^^

Liebe ist der Blick in die Seele.

Die Liebe lebt von liebenswürdigen Kleinigkeiten.
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