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Door Script Question

Laurie Partridge
Retro Goddess
Join date: 1 Jun 2004
Posts: 73
05-23-2006 20:35
I'm using the Timeless Prototype Door Script. It works perfectly, with one exception; the security functions. When I give the "lock" command, I get the nice little "confirmed" message. But anyone is still able to open the door. Also, the usage instruction for the "lock" command seem to imply that the door will work for multiple users. But I don't see any reference to setting up an authorized user list. I tried using "add" as a command but no luck. I know almost nothing about scripting, so I hope these are not obvious questions. Any help is greatly appreciated. Thanks! :)



For reference, here is the version of the script I'm using.


CODE
//------------------------------------------------------
// Timeless Linked Door Script by Timeless Prototype
//------------------------------------------------------
// The latest version of this script can always be found
// in the Library section of the wiki:
// http://www.secondlife.com/badgeo/
// This script is free to use, but whereever it is used
// the SCRIPT's permissions MUST be set to:
// [x] Next owner can modify
// [x] Next owner can copy
// [x] Next owner can transfer
// [x] Allow anyone to copy
// [x] Share with group

//------------------------------------------------------
// USAGE INSTRUCTIONS FOR EVERYDAY USE:
//------------------------------------------------------
// Say the following commands on channel 0:
// 'unlock' - Unlocks all doors in range.
// 'lock' - Locks all doors in range and allows
// only the permitted users to open it.
// To open the door, either Touch it, Walk into it or
// say 'open' or say 'close'.

//------------------------------------------------------
// USAGE INSTRUCTIONS FOR BUILDERS:
//------------------------------------------------------
// 1. Copy and paste this script into the door prim and
// change the settings (see further down).
// 2. The door prim must be linked to at least one other
// prim (could be linked to the house for example).
// 3. The door prim MUST NOT be the root prim.
// 4. Use Edit Linked Parts to move, rotate and size the
// door prim for the closed state.
// 5. When ready, stand close to the door and say
// '/door closed' (this records the closed door
// position, rotation and size to the object's
// name and description).
// 6. Use the Edit Linked parts to move, rotate and size
// the door prim for the opened state.
// 7. When ready, stand close to the door and say
// '/door opened' (this records the opened door
// position, rotation and size).
// 8. Once recorded it will not accept these commands
// again. If you do need to redo the settings then
// delete the Name and Description of the door prim
// (these are where the position information is
// stored), and then follow the steps above again.
// Note: deleting the object name won't save, so set
// the object name to 'Object' to reset the object
// name.

//------------------------------------------------------
// Change these settings to suit your needs.
//------------------------------------------------------
// To mute any/all of the sounds set the sound string(s)
// to "" (empty string).
// To get the UUID of a sound, right click on the sound
// in your inventory and choose "Copy Asset UUID", then
// paste the UUID in here.
string doorOpenSound = "cb340647-9680-dd5e-49c0-86edfa01b3ac";
string doorCloseSound = "e7ff1054-003d-d134-66be-207573f2b535";
string confirmedSound = "69743cb2-e509-ed4d-4e52-e697dc13d7ac";
string accessDeniedSound = "58da0f9f-42e5-8a8f-ee51-4fac6c247c98";
string doorBellSound = "ee871042-e272-d8ec-3d40-0b0cb3371346"; // Setting to empty stops door announcements too.
float autoCloseTime = 120.0; // 0 seconds to disable auto close.
integer allowGroupToo = TRUE; // Set to FALSE to disallow same group access to door.
list allowedAgentUUIDs = ["8efecbac-35de-4f40-89c1-2c772b83cafa"]; // Comma-separated, quoted list of avatar UUIDs who are allowed access to this door.
integer listenChannel = 0;


//------------------------------------------------------
// Leave the rest of the settings alone, these are
// handled by the script itself.
//------------------------------------------------------
integer isLocked = FALSE; // Only when the door is locked do the permissions apply.
integer isOpen = TRUE;
vector openPos = ZERO_VECTOR;
rotation openRot = ZERO_ROTATION;
vector openScale = ZERO_VECTOR;
vector closedPos = ZERO_VECTOR;
rotation closedRot = ZERO_ROTATION;
vector closedScale = ZERO_VECTOR;
key openerKey = NULL_KEY;
key closerKey = NULL_KEY;
integer isSetup = FALSE;
integer listenHandle = 0;
string avatarName = "";

mySayName(integer channel, string objectName, string message)
{
string name = llGetObjectName();
llSetObjectName(objectName);
llSay(0, "/me " + message);
llSetObjectName(name);
}

mySay(integer channel, string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llSay(0, message);
llSetObjectName(name);
}

myOwnerSay(string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llOwnerSay(message);
llSetObjectName(name);
}

mySoundConfirmed()
{
if (confirmedSound != "")
{
llTriggerSound(confirmedSound, 1.0);
}
}

mySoundAccessDenied()
{
if (accessDeniedSound != "")
{
llTriggerSound(accessDeniedSound, 1.0);
}
}

myGetDoorParams()
{
isSetup = FALSE;
if (llSubStringIndex(llGetObjectDesc(), "door;") == 0 && llSubStringIndex(llGetObjectName(), "door;") == 0)
{
list nameWords = llParseString2List(llGetObjectName(), [";"], []);
list descWords = llParseString2List(llGetObjectDesc(), [";"], []);
if (llGetListLength(nameWords) != 4 || llGetListLength(descWords) != 4)
{
myOwnerSay("The door prim's name and/or description has invalid syntax and/or number of parameters. Delete the door prim's name and description and setup the door prim again.");
}
else
{
openPos = (vector)llList2String(nameWords, 1);
openRot = (rotation)llList2String(nameWords, 2);
openScale = (vector)llList2String(nameWords, 3);
closedPos = (vector)llList2String(descWords, 1);
closedRot = (rotation)llList2String(descWords, 2);
closedScale = (vector)llList2String(descWords, 3);
isSetup = TRUE;
}
}
}

mySetDoorParams(vector openPos, rotation openRot, vector openScale, vector closedPos, rotation closedRot, vector closedScale)
{
llSetObjectName("door;" +
(string)openPos + ";" +
(string)openRot + ";" +
(string)openScale);
llSetObjectDesc("door;" +
(string)closedPos + ";" +
(string)closedRot + ";" +
(string)closedScale);
isSetup = TRUE;
}

integer myPermissionCheck(key id)
{
integer hasPermission = FALSE;
if (isLocked == FALSE)
{
hasPermission = TRUE;
}
else if (llGetOwnerKey(id) == llGetOwner())
{
hasPermission = TRUE;
}
else if (allowGroupToo == TRUE && llSameGroup(id))
{
hasPermission = TRUE;
}
else if (llListFindList(allowedAgentUUIDs, [(string)id]) != -1)
{
hasPermission = TRUE;
}
return hasPermission;
}

myOpenDoor()
{
isOpen = FALSE;
myToggleDoor();
}

myCloseDoor()
{
isOpen = TRUE;
myToggleDoor();
}

myToggleDoor()
{
if (isSetup == FALSE)
{
myOwnerSay("The door prim has not been configured yet. Please read the usage instructions in the door script.");
}
else if (llGetLinkNumber() == 0 || llGetLinkNumber() == 1)
{
myOwnerSay("The door prim must be linked to at least one other prim and the door prim must not be the root prim");
}
else
{
isOpen = !isOpen;
if (isOpen)
{
if (doorBellSound != "")
{
llTriggerSound(doorBellSound, 1.0);
if (avatarName != "")
{
mySayName(0, avatarName, "is at the door.");
avatarName = "";
}
}
if (doorOpenSound != "")
{
llTriggerSound(doorOpenSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, openPos, PRIM_ROTATION, ZERO_ROTATION * openRot / llGetRootRotation(), PRIM_SIZE, openScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|opened", NULL_KEY);
}
else
{
if (doorCloseSound != "")
{
llTriggerSound(doorCloseSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, closedPos, PRIM_ROTATION, ZERO_ROTATION * closedRot / llGetRootRotation(), PRIM_SIZE, closedScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|closed", NULL_KEY);
}

llSetTimerEvent(0.0);
if (isOpen == TRUE && autoCloseTime != 0.0)
{
llSetTimerEvent(autoCloseTime);
}
}
}

default
{
state_entry()
{
listenHandle = llListen(listenChannel, "", NULL_KEY, "");
myGetDoorParams();
}

touch_start(integer total_number)
{
if (myPermissionCheck(llDetectedKey(0)) == TRUE)
{
avatarName = llDetectedName(0);
myToggleDoor();
}
else
{
mySoundAccessDenied();
}
}

timer()
{
myCloseDoor();
}

link_message(integer sender_num, integer num, string str, key id)
{
// Door API. The API is here in case you want to create PIN entry keypads or whatever.
if (num == llGetLinkNumber())
{
if (str == "cmd|door|doOpen")
{
myOpenDoor();
}
else if (str == "cmd|door|doClose")
{
myCloseDoor();
}
}
if (str == "cmd|door|discover")
{
llMessageLinked(LINK_SET, 255, "cmd|door|discovered|" + (string)llGetKey(), id);
}
}

listen(integer channel, string name, key id, string message)
{
// Performance note: it's quicker to compare the strings than to compare permissions each time anyone says anything on this channel.
if (message == "open")
{
if (myPermissionCheck(id) == TRUE)
{
// Only open the door if the person is quite close to this door.
openerKey = id;
closerKey = NULL_KEY;
avatarName = name;
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "close")
{
if (myPermissionCheck(id) == TRUE)
{
openerKey = NULL_KEY;
closerKey = id;
avatarName = name;
// Only close the door if the person is quite close to this door.
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "lock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = TRUE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "unlock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = FALSE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door opened" && llSubStringIndex(llGetObjectName(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
openPos = llGetLocalPos();
openRot = llGetLocalRot();
openScale = llGetScale();
isOpen = TRUE;
if (! (closedPos == ZERO_VECTOR && closedRot == ZERO_ROTATION && closedScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door closed" && llSubStringIndex(llGetObjectDesc(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
closedPos = llGetLocalPos();
closedRot = llGetLocalRot();
closedScale = llGetScale();
isOpen = FALSE;
if (! (openPos == ZERO_VECTOR && openRot == ZERO_ROTATION && openScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
}

sensor(integer num_detected)
{
if (openerKey != NULL_KEY)
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == openerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myOpenDoor();
}
}
openerKey = NULL_KEY;
}
else
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == closerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myCloseDoor();
}
}
closerKey = NULL_KEY;
}
}

//------------------------------------------------------
// Uncomment the following code if you particularly want
// collisions to affect the door state.
//------------------------------------------------------

// collision_start(integer num_detected)
// {
// integer i;
// for (i = 0; i < num_detected; i++)
// {
// if (myPermissionCheck(llDetectedKey(i)) == TRUE)
// {
// avatarName = llDetectedName(i);
// myOpenDoor();
// }
// else if (llDetectedType(i) & AGENT)
// {
// mySoundAccessDenied();
// }
// }
// }

} // End of default state and end of script.
_____________________
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
05-23-2006 21:02
In the "allowedAgentUUIDs" list near the top of the script, you need to add the desired people's keys.

The keys can be easily obtained with this script:
CODE

default
{
touch_start(integer total_number)
{
llOwnerSay(llDetectedKey(0));
}
}

Have your friend touch it, and it will give their key.
Laurie Partridge
Retro Goddess
Join date: 1 Jun 2004
Posts: 73
05-23-2006 21:06
From: Keknehv Psaltery
In the "allowedAgentUUIDs" list near the top of the script, you need to add the desired people's keys.

The keys can be easily obtained with this script:
CODE

default
{
touch_start(integer total_number)
{
llOwnerSay(llDetectedKey(0));
}
}

Have your friend touch it, and it will give their key.


Thanks so much, Keknehv. I'm not sure that will help me, though. This door will be going in a prefab and I'd like the buyers to be able to add authorized users without going into the script itself to make a change.

Plus, until I get the lock function to work, EVERYONE is an authorized user. :)
_____________________
Laurie Partridge
Retro Goddess
Join date: 1 Jun 2004
Posts: 73
05-24-2006 17:05
Anyone?
_____________________
Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
05-24-2006 18:00
Looks like you'll either have to do some major modifications to the Timeless Script or get something else.

I can think of two ways the Timeless Script could be modified to work for you:
1) Notecard support, so that a list of authorized users could be put in a notecard and read by the script.

2) Some sort of command that is said by the owner to add someone, say the next person to touch it.

But if you know next to nothing about scripting, either of these will probably take some help by someone else.

Short of your customers editing this script, you'll not have an easy way for this to work in your builds. Sorry :(

Baron
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
05-25-2006 07:12
From: Baron Hauptmann
Looks like you'll either have to do some major modifications to the Timeless Script or get something else.



Something Else: http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=27466

:D Modified for this purpose from deluxe door script by Ezhar Fairlight here
_____________________
Laurie Partridge
Retro Goddess
Join date: 1 Jun 2004
Posts: 73
05-25-2006 09:46
From: Rodrick Harrington
Something Else: http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=27466

:D Modified for this purpose from deluxe door script by Ezhar Fairlight here


Rodrick, I found and am now using this wonderful script for my swinging doors. It works perfectly. Now, if you tell me how to make it work with sliding doors, you'll be my hero. :)
_____________________