This is a motorcycle script thast has been modified for skates
//Basic Motorcycle Script
//
// by Cory
// commented by Ben
//The new vehicle action allows us to make any physical object in Second Life a vehicle. This script is a good example of a
// very basic vehicle that is done very well.
integer loopsnd = 0;
default
{
//There are several things that we need to do to define vehicle, and how the user interacts with it. It makes sense to
// do this right away, in state_entry.
state_entry()
{
//We can change the text in the pie menu to more accurately reflecet the situation. The default text is "Sit" but in
// some instances we want you to know you can drive or ride a vehicle by sitting on it. The llSetSitText function will
// do this.
llSetSitText("Skate");
//Since you want this to be ridden, we need to make sure that the avatar "rides" it in a acceptable position
// and the camera allows the driver to see what is going on.
//
//llSitTarget is a new function that lets us define how an avatar will orient itself when sitting.
// The vector is the offset that your avatar's center will be from the parent object's center. The
// rotation is bassed off the positive x axis of the parent. For this motorcycle, we need you to sit in a way
// that looks right with the motorcycle sit animation, so we have your avatar sit slightly offset from the seat.
llSitTarget(<0.3, 0.0, 0.40>, ZERO_ROTATION);
llSetCameraEyeOffset(<-9.0, -0.00, 4.0>);
llSetCameraAtOffset(<3 .0, 0.0, 2.0>);
llSetVehicleFlags(-1);
llSetVehicleType(VEHICLE_TYPE_CAR);
llSetVehicleFlags(VEHICLE_FLAG_NO_FLY_UP | VEHICLE_FLAG_LIMIT_ROLL_ONLY);
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2);
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80);
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10);
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10);
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.3);
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.2);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.3);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1);
llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000 .0, 2.0, 1000.0>);
llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <10 .0, 10.0, 1000.0>);
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.90);
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.90);
llSetVehicleFloatParam(VEHICLE_BANKING_EFFICIENCY, 0.05);
llSetVehicleFloatParam(VEHICLE_BANKING_TIMESCALE, 0.1);
llCollisionSound("", 0.0);
}
changed(integer change)
{
if (change & CHANGED_LINK)
{
key agent = llAvatarOnSitTarget();
if (agent)
{
if (agent != llGetOwner())
{
llSay(0, "You aren't the owner");
llUnSit(agent);
llPushObject(agent, <0,0,100>, ZERO_VECTOR, FALSE);
}
else
{
llSetStatus(STATUS_PHYSICS, TRUE);
llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
}
}
else
{
llSetStatus(STATUS_PHYSICS, FALSE);
llReleaseControls();
llStopAnimation("sit");
}
}
}
run_time_permissions(integer perm)
{
if (perm)
{
llStartAnimation("surf");
llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
}
}
control(key id, integer level, integer edge)
{
vector angular_motor;
if (level & edge & CONTROL_FWD)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <50 ,0,0>);
}
else if ((edge & CONTROL_FWD) && ((level & CONTROL_FWD) == FALSE))
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>);
loopsnd = 0;
}
else if (level & CONTROL_FWD)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <50 ,0,0>);
}
if(level & CONTROL_BACK)
{
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <-10,0,0>);
}
if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
{
angular_motor.x += 100;
angular_motor.z -= 100;
}
if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
{
angular_motor.x -= 100;
angular_motor.z += 100;
}
if(level & (CONTROL_UP))
{
angular_motor.y -= 50;
}
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
}
}
>50>0>50>0>10>1000>3>>0>