Wednesday, 27 October 2010

Week 7: Making the stall all together with linking all the wooden planks and some interesting texture

           I've tried to make a small stall as I started making through, realised that I need to make a bigger stall so that the objects which are going to rez need space in order to throw bullets at it. So I decided to make a lenghty stall as possible not consuming a lot of space in the sandbox:


Below I've tried to make some texture as west theme as possible by placing an American Flag on top of the stall:



Week 7: Making a script as a E-mail retriever, such that when avatar touches the object it sends as well as retrieves the message from the owner.

This week I tried achieve the following:
1. Scripting the object such that when touched email is being sent to the following string which the name you have put as "...."
2. Opening the Inbox of the mail and the screen shot proof of the mail being delievered!




The image below showing the mail delivered to the following recipient:

Wednesday, 20 October 2010

Week 6: Testing the Red Board with first person shooter objects such as guns, etc

I tried testing the guns on the red board wall, with random guns such as desert eagle, ak-47, shotgun, mini gun and automatic rifles. The site which I referred and bought objects (Guns) are from the following:

https://marketplace.secondlife.com/p/Free-Box-of-Guns-Over-40-Free-Full-Permission-Guns/923198?id=923198&slug=Free-Box-of-Guns-Over-40-Free-Full-Permission-Guns

The screen shot below shows the avatar in 1st person view shooting the tins objects with the gun:
(Note: the gun may not be visible when in mouse look mode)


The screen shot below shows the guns which have been placed on the stall:





Monday, 18 October 2010

Week 5: Making a tin object with desired with physics effect after the rez colliding with the tin.

I Made a tin object with physics, along with all the tins placed on the table. Upon hitting the bullets, the objects tend to fall down and cause physics effect:



After collided, as you can see the objects have fallen down with physics and upon pressing the reset button the objects are spawned back again. The screen shot below shown is the physics script embeded in the tin object Cylinder:

 default
{
    state_entry()
    {     
    } 
       collision_start(integer total_number)
    {
       llSetStatus(STATUS_PHYSICS, TRUE);
    }  
}

Wednesday, 13 October 2010

Week 4: Making a wall such that when the ball collides, shows the speed of the ball travelling and the detected object.

I've tried to script the wall such that, when the upon firing the rezz launcher it collides with the wall in front (Red wall) with the following screen shot as you can see:



Here is the screen shot of the script with desired effect:
default
{
    state_entry()
    {
    }

    collision_start(integer num_detected)
    {
        // Finds the name of the object that collides
        llOwnerSay("Collided with " + llDetectedName(0));
       
        //Finds the velocity in a vector and converts to its magnitude
        vector velocity = llDetectedVel(0);
        float normVelocity = llVecMag(velocity);
        string objectOwner = llKey2Name((string)llDetectedOwner(0));
           
        llOwnerSay(objectOwner + " travelling at " + (string)normVelocity + " m/s");
       
    }
}

Tuesday, 5 October 2010

Week 3: Make a simple object (Gun) which can fire bullets to the wall

In the third week, I tried to look up on the wiki lsl scripts which helped me buidling on some interesting and playable objects.

Here is what I've tried doing in the on going weeks for the prototype before starting the assignment:


Heres the script screen shot:

 default
{
    state_entry()
    {
        llSetText("Fire!",<0,1,0>,2);
    }


    touch_start(integer total_number)
    {
        // Gets parent object position, rotation and front, establishes projectile speed
        vector position = llGetPos();
        float speed = 25;
        rotation rot = llGetRot();
        vector front = llRot2Fwd(rot);
      
        //Sets trajectory based on front
        vector velocity = speed*front;
      
        llOwnerSay("Fire.");
      
        //Fire "projectile" from the parent object
        llRezObject("bullet", position, velocity, rot, 4);
    }
}