Archive for category Products

Phase door script

This is a phase door script, meaning that it “opens” by converting the prim it is in to be partially transparent, and the link set to phantom (so avatars can move through it). It’s linkable, however because the entire link set goes phantom at once, the results may be a little unexpected.

Supports detailed access control; access can be owner-only, set to group, or everyone, with support for whitelist, blacklist and manager list (can control door lock/unlock) as well. Can play a door chime noise (sample included) when an avatar clicks on it. Configuration is entirely notecard based, will full instructions included.

I also do a multi-pack of blind, phase, swing and slide scripts, which includes this script.

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1456440

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Single object rezzer – L$500

Not strictly a new product, but a demo is now available. This is a simple menu driven rezzer for rezzing one object at a time out of a prim’s inventory.

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1102539

XStreetSL (demo): https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1452105

SLurl: http://slurl.com/secondlife/Sunweaver%20Air/207/34/141


Instructions

A sample rezzer and two scripts are included; the scripts are the important part here. The “Rezzer” script goes in the root prim of the object that will be the rezzer. The “Die” script goes in the objects to be rezzed, and enables the rezzer to delete them when they are no longer required. ALL scripts are shipped not running; once you have dropped them into the object, you need to select “Set Scripts to Running in Selection” from the “Tools” menu, with the object selected, in order to start them. This is done as a safety measure.

IMPORTANT: You MUST have copy permissions on objects to be rezzed (otherwise they would be moved from the prim’s inventory, and couldn’t be rezzed multiple times).

The rezzer will list all objects in the prim inventory as menu options, when clicked. Access is by default restricted to only the owner of the rezzer, but can be configured in a notecard, as can the offset (from the rezzer) of objects being rezzed.

Configuration

The rezzer script attempts to read a notecard called “Configuration” on startup, which it expects to look something like this:
access=owner
offset=<0.0, 0.0, 0.3>
rotation=<0.0, 0.0, 0.0>
clear_on_inactive=true
inactivity_delay=60.0
scan_range=20.0

IMPORTANT: The notecard must be full perms or the script won’t be able to identify it as a notecard, and so won’t load it.

The example configuration lines above mean that:

  • “access=owner” means only the owner can access the rezzer. This can alsobe set to “group”, meaning that anyone with the same ACTIVE group as the rezzer’s prim can acccess it, or “everyone” which allows everyone to access the rezzer. The default is everyone.
  • “offset=<0.0, 0.0, 0.3>” means that objects are rezzed 0.3metres above the rezzer (no x or y offset, only z).
  • “rotation=<0.0, 0.0, 0.0>” means that objects are not rotated relative to the base object when rezzed.
  • “clear_on_inactive=true” means that when the rezzer goes inactive (when it detects no avatars present), it auto-derezzes any object that is out.
  • “inactivity_delay=60.0″ means that the rezzer scans for avatars every 60 seconds while active.
  • “scan_range=20.0″ means the rezzer scans for avatars within 20 metres while active.

Any line beginning with the # character is ignored as a comment. Offsets are relative to the root prims of the rezzer, and the object being rezzed (NOT to the center of them, unless you place the root prim at the center).

Rotations (and these can be left out if you don’t need them, as can all configuration options) are relative to the base prim, and are expressed as a Euler angles (same as the rotations you can see in the build tool). Earlier versions of this script used quaterions (which LSL uses internally), but for storage Euler angles are enough and considerably simpler to understand. Please note that rotations are relative to the base, so if the base is rotated 90 degrees, the rezzed object will be rotated 90 degrees FURTHER than the configuration default.

Operation

Once set up, click the rezzer. This will show the dialog menu, and put the rezzer into the “active” state. In the active state it listens for commands from dialog choices, and scans for avatars close to it (see configuration to change range and/or time). Clicking an object listed in the dialog menu will cause it to rezz. Once an object is out, you can click “Clear” to remove it. When the rezzer no longer detects
any avatars close to it, it automatically goes inactive (stops listening and scanning). It can optionally derezz any object that is out, when it goes inactive (this is the default).

Included Examples

There are three included very simple examples. The rezzed objects have a very thin, nearly transparent prim as their root prim, to enable their rez position to be set reliably. All positions in the configuration notecard are relative to the root prim of the object being rezzed. The different samples are for different access permissions (see the included Configuration notecards).

“Where Am I?”

As a tool for determining offsets from a base prim, I’ve included two new scripts (plus matching example), “Where am I – Base” and “Where am I – Edge”. For an example, drop “Sample where am I?” in-world, and click the base prim. It’ll scan for the matching “edge” prim, find it, and report its relative location and rotation from the base prim. For your own prims, drop “Where am I – Base” into the base prim, “Where am I – Edge” into the prim to find the location of, SET BOTH SCRIPTS RUNNING (“Set Scripts to Running in Selection” from the “Tools” menu) and then click on the base prim.

Resale

These scripts are intended to be resold, but NOT with both copy and transfer permissions. Copy/mod or transfer/mod only please.

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Prim face identifier (freebie)

Another support tool from the texture HUD, this is a script to identify the face of a prim that was clicked (really useful for writing scripts that set textures/colors/etc.). To use, drop the script into the prim you want to identify faces of, then click faces of the prim to identify their number. Produces output such as:

Prim face identifier 1.0 boxed: Touch me to identify the number of each face on this prim.
Prim face identifier 1.0 boxed: You touched face #1.
Prim face identifier 1.0 boxed: You touched face #0.

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1450844

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Texture UUID dumper (Freebie)

As part of the texture changing HUD, I’ve needed to write a few small tools to help with setup. One of these is a texture UUID (univerally unique identifier -referred to as key in LSL) dumper, for helping with scripting. Requires that the textures are full perms due to Second Life’s permissions model.

To use, drop this script into prim inventory along with the textures to extract UUIDs from, then click to activate. It will read in all the textures, warn on any problem cases, then print out the pre-formatted list.

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1447132

Second Life: http://slurl.com/secondlife/Sunweaver%20Air/195/25/141

Edit: Now available in Second Life due to high demand.

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Landmark configured prim counter – L$100

It’s a prim counter filled weekend for me…

This is a prim counter script for one or more parcels of land. It is intended both as a guide to prim usage for land owners, and as a sim-wide usage scanner. It has three basic usage modes:

  • No landmark; gives prim usage statistics for the parcel it’s on, to anyone who touches it.
  • One landmark: gives prim usage statistics for the parcel the landmark points to (limited to same sim), to anyone who touches it.
  • Multiple landmarks: gives prim usage statistics for a landmark, chosen from dialog menu, to owner or managers (configured by notecard).

As with most of my stuff, it’s full perms, so also useful if you want a starting point for your own prim counter, or just want to see what makes it tick.

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1436063
SL: http://slurl.com/secondlife/Sunweaver%20Air/202/35/141

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Now free – single avatar prim counter

Not a new item, but a tidy up, and it’s now free…

This is a script for counting prims in a single parcel. It is NOT suitable for renters sharing parcels, as it does not split usage by avatars. Uses prim count for the parcel as default prim quota for the renter, or you can override by setting g_MaxPrims in the script.

Click to use.

Produces output such as: “Xugu Madison’s parcel contains 142 prims used out of a maximum of 351 prims, 209 prims spare.”

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=adminitem&ItemID=611783

SL: http://slurl.com/secondlife/Sunweaver%20Air/206/45/141

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Landmark map/sit teleporter script – L$25

I’ve just put out a new product; this is a fairly simple, one destination only teleporter script. Works by sit for targets close enough, and by map for longer distances. Not fancy, not pretty, just gets you from A to B with the minimum of fuss using well understood and tested methods. I needed a teleporter for getting around between my shops and house, and decided to wrap up a couple of half-written teleporters I developed earlier.

All configuration is done by landmark. Make a landmark of where the teleporter should go to, optionally rename it to indicate the destination, and drop it into a prim with the script. The script will automatically pick up the landmark, read its destination and configure itself automatically. That’s it. You’re done. Click to teleport.

In-world: http://slurl.com/secondlife/Sunweaver%20Air/203/28/141

XStreetSL: https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1417346

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