This pair of scripts makes it easy to package a large, complex linked set of objects into a single package, and then build the entire complex at once. Basically, it works by choosing one object to be the "base", and then putting a copy of all the other objects into base's inventory after recording their relative position and rotation. The instructions expect intermediate building skills, and are in the scripts themselves, so they won't be repeated here.
The first script is also a decent example of using a menu, and of parsing chat input.
Primary Root Prim Script
///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Base Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// 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
///////////////////////////////////////////////////////////////////////////////
// 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;
// ***THIS MUST MATCH IN BOTH SCRIPTS!***
//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();
if(!bRezzing) {
bRezzing = TRUE;
//timer_on();
}
}
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;
}
}
----------------
Component Pieces Script
///////////////////////////////////////////////////////////////////////////////
// Builders' Buddy 1.10 (Component Script)
// by Newfie Pendragon, 2006-2008
///////////////////////////////////////////////////////////////////////////////
//
// 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
///////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// 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;
// ***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;
////////////////////////////////////////////////////////////////////////////////
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 255.0) vDestPos.x = 255.0;
if(vDestPos.y ><0.0) vDestPos.y = 0.0;
if(vDestPos.y > 255.0) vDestPos.y = 255.0;
if(vDestPos.z > 4096.0) vDestPos.x = 4096.0;
//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)
{
//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 == "RECORD" )
{
//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;
rRotation = llGetRot() / rBase;
bAbsolute = FALSE;
bRecorded = TRUE;
llOwnerSay("Recorded position.");
return;
}
if( sCmd == "RECORDABS" )
{
//Record absolute position
rRotation = llGetRot();
vOffset = llGetPos();
bAbsolute = TRUE;
bRecorded = TRUE;
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
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;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
//////////////////////////////////////////////////////////////////////////////////////////
state_entry()
{
state default;
}
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