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 Post subject: Updated Train Script for Nebadon's original train script
PostPosted: Fri May 27, 2011 3:50 pm 
Furious Typer

Joined: Wed Feb 17, 2010 9:17 pm
Posts: 94
Location: Florida
Here is an update to the original train engine script posted by Nebadon. I will post the updated "train car" script as soon as I have tested it.

A future change to this script is to move the actual route coordinants into a note card which will then post to this post.

Once you rezz the train, you need to "touch" the engine once to get it started on it's journey.

12/21/2011 (Script has been updated. See version 1.4 later in this thread.)

Slow Putzo


Last edited by Slow Putzo on Wed Dec 21, 2011 12:58 am, edited 1 time in total.

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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Wed Jun 15, 2011 7:00 pm 
Site Admin
User avatar

Joined: Sun Feb 22, 2009 1:39 pm
Posts: 402
Location: Wisconsin, USA
Here is a script which gives out a list of positions in chat after the prim containing it is moved along your desired path, thanks to Revolution Smythe.

{L_CODE}:
string positions = "";
string quote = "\"";
string linebreak = "\n";

default
{
    state_entry()
    {
        llListen( 0, "", NULL_KEY, "get positions");
    }
   
    touch_start(integer a)
    {
        if(positions != "")
            positions += "," + linebreak;
        positions += (quote + (string)llGetPos() + quote);
    }
   
    listen( integer channel, string name, key id, string message )
    {
        if ( id == llGetOwner() )
        {
            llSay(0, positions);
        }
    }
}


Move the prim along your path at your desired increment, then just touch it to record the position before moving on to the next position. To output the list, just say "get positions". Each position in the list is wrapped in <>'s, quoted, and comma-delimited thanks to Nebadon and Dan Banner for helping me out with the quotes issue.

I made a graphic of my path beforehand to act as a template, making the tedious task smoother and easier.

BTW, The train script can be adapted to anything that moves along a path, even with changing heights. I am currently working on a hot air balloon, and a boat that travels through winding waterways.


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Fri Jun 24, 2011 9:58 am 
Furious Typer

Joined: Tue Oct 28, 2008 4:53 pm
Posts: 166
If anyone wants to try the above scripts, I have a complete tram rail system, including rails, station and engine,,, the engine has the doors scripted and sit scripts in each semi transparent pose balls, but the engine root prim only has the pose and engine sounds, it requires an engine script.

I have made it free for anyone to take a copy if wanted.

The tram system can be found at:- (slurl doesn't work in opensim), "Zargon City"/139/122/55

If someone does integrate the above script's into the engine, it would much appreciated if a boxed copy of the engine complete with instructions on setting way points along the track, would be made available for me and others to make use of.


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Sat Jul 30, 2011 6:02 pm 
OSG Elite

Joined: Wed Aug 05, 2009 1:59 am
Posts: 417
Hey all!

This actually works! Woohoo!

I have made a simple DIY kit, with (simple) instructions, so you all can have your own train system on your land!
It's called "Build Your Own Train Kit" and you can find it on one place for now (Hey, it's 1 AM here, bedtime for oddy!)

Visit my sim (search for Guitar Museum on the map) and grab your free BYOTK (Build Your Own Train Kit)
(I'll edit this post with more locations when they are available.)

I hope it helps a bit!

Friendly greetings,
Oddy


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Sat Jul 30, 2011 10:33 pm 
Furious Typer

Joined: Tue Oct 28, 2008 4:53 pm
Posts: 166
BYOTK is not set to allow anyone to take a copy.


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Sun Jul 31, 2011 2:47 am 
OSG Elite

Joined: Wed Aug 05, 2009 1:59 am
Posts: 417
Marlon Wulluf {L_WROTE}:
BYOTK is not set to allow anyone to take a copy.


Well, that was to be expected, always forget to do that!

Free to copy for all at:
The guitar museum, my little shop on Wright Plaza and on the scriptshop on the region Weird.

Have fun all!

Oddy


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Mon Aug 01, 2011 3:20 pm 
OSG Elite

Joined: Wed Aug 05, 2009 1:59 am
Posts: 417
I have one thing that puzzles me: Sometimes the train turns upside down?

What part of the script (or prim) do I have to change?

Oddy


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Mon Aug 01, 2011 7:16 pm 
Furious Typer

Joined: Tue Oct 28, 2008 4:53 pm
Posts: 166
In the BYOTK, is there a way to auto align the train to the first track its rezzed on?

Also in the instructions it says that 8-10 way points can be set before resetting the way point recorder, I have experimented and I have successfully recorded 18 way points without resetting the recorder, and all 18 points do show in the local chat window, the local chat window can display a lot of history lines, sooooo, in theory, 30+ way points can be recorded and displayed in the local chat window, without resetting the way point recorder.


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Wed Aug 03, 2011 3:08 pm 

Joined: Sun Feb 08, 2009 9:56 pm
Posts: 6
Location: Arizona, USA
Oddball Otoole {L_WROTE}:
Marlon Wulluf {L_WROTE}:
BYOTK is not set to allow anyone to take a copy.


Well, that was to be expected, always forget to do that!

Free to copy for all at:
The guitar museum, my little shop on Wright Plaza and on the scriptshop on the region Weird.


I hate to keep complaining, but the package and contents are all "no copy", "no mod", "no transfer" which does make it hard to actually build something!


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 Post subject: Re: Updated Train Script for Nebadon's original train script
PostPosted: Thu Aug 04, 2011 3:01 pm 
OSG Elite

Joined: Wed Aug 05, 2009 1:59 am
Posts: 417
@Marlon: Alignment is done with the Waypoint Recorder. It records the coordinates in 3D (x, y and z position), however, my problem is that sometimes a new train/carriage/whatever I make, turns up-side-down on activating the script.
About the waypoints: I have noticed that sometimes not resetting the recorder, gives some hick ups in posting the waypoints in chat. The first 10-15 waypoints show up OK in chat, then they get cut off. Something like this:
<"123.1983, 125,1873, 12.981">,
<"123.1983, 126.9821, ...then it ends.
So to be on the save side, I personally don't make more the 10 waypoints at one time.

@Karen: Strange, I've tested with an alt and the package is no mod/no trans indeed, but the contents are (except the rail tracks, have updated those) full perm.
You can find a new, full perm version of the BYOTK at the Guitar Museum (http://slurl.com/secondlife/Guitar%20Museum/130/123/24), the region Weird (http://slurl.com/secondlife/Weird/128/128/21) and my shop at Wright Plaza (http://slurl.com/secondlife/Wright%20Plaza2/128/128/2).

@the community: If you have something to add to the BYOTK, feel free to post here or contact me in-world.


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