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key object; | |
default | |
{ | |
state_entry() | |
{ | |
llSetScale(llGetAgentSize(llGetOwner())); | |
llSensorRepeat("Target", "", ACTIVE|PASSIVE, 96.0, TWO_PI, 1.0); | |
} | |
sensor(integer detected) | |
{ | |
llSetText("", <1,1,1>, 1); | |
object = llDetectedKey(0); | |
llSetTimerEvent(0.25); | |
llSensorRemove(); | |
} | |
no_sensor() | |
{ | |
llSetText("Unable to find \"Target\" prim", <1,1,1>, 1); | |
} | |
timer() | |
{ | |
list objectDetails = llGetObjectDetails(object, [OBJECT_POS, OBJECT_ROT, OBJECT_SCALE]); | |
if(objectDetails == []) return; | |
vector objectPos = llList2Vector(objectDetails, 0); | |
rotation objectRot = llList2Rot(objectDetails, 1); | |
vector objectScale = llList2Vector(objectDetails, 2); | |
vector agentSize = llGetScale(); // Use self as reference | |
list corners = [ | |
< objectScale.x, objectScale.y, objectScale.z>, | |
<-objectScale.x, objectScale.y, objectScale.z>, | |
< objectScale.x,-objectScale.y, objectScale.z>, | |
<-objectScale.x,-objectScale.y, objectScale.z>, | |
< objectScale.x, objectScale.y,-objectScale.z>, | |
<-objectScale.x, objectScale.y,-objectScale.z>, | |
< objectScale.x,-objectScale.y,-objectScale.z>, | |
<-objectScale.x,-objectScale.y,-objectScale.z> | |
]; | |
list heights; | |
integer iterator = llGetListLength(corners); | |
while(iterator --> 0) | |
{ | |
vector location = llList2Vector(corners, iterator) * objectRot; | |
heights += [location.z]; | |
} | |
float max = llListStatistics(LIST_STAT_MAX, heights); | |
vector position = objectPos + <0, 0, max/2> + <0, 0, agentSize.z/2>; | |
llSetRegionPos(position); | |
} | |
} |
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default | |
{ | |
state_entry() | |
{ | |
llSetScale(<1, 2, 3>); | |
llSetTimerEvent(0.5); | |
} | |
timer() | |
{ | |
rotation randomRotation = llEuler2Rot(<llFrand(TWO_PI) - PI, llFrand(TWO_PI) - PI, llFrand(TWO_PI) - PI>); | |
llSetRot(randomRotation); | |
} | |
} |
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Drop Test Object.lsl into a cube named Target and then create a new cube for the Follow Above Object.lsl script.
The follower will always sit right above the axis aligned bounding box of the target object.