i have the famous perkins car script, was wondering if there is any way to make it to where anyone may drive the car. below is the code i'm working with
//**********************************************
//Title: Car
//Author: Aaron Perkins
//Date: 3/17/2004
//**********************************************
//Feel free to modify these basic parameters to suit your needs.
float forward_power = 25; //Power used to go forward (1 to 30)
float reverse_power = -25; //Power ued to go reverse (-1 to -30)
float turning_ratio = 10; //How sharply the vehicle turns. Less is more sharply. (.1 to 10)
string sit_message = "RIDE!"; //Sit message
string not_owner_message = "You are not the owner of this vehicle ..."; //Not owner message
//Anything past this point should only be modfied if you know what you are doing
string last_wheel_direction;
string cur_wheel_direction;
default
{
state_entry()
{
llSetSitText(sit_message);
llCollisionSound("", 0.0);
llSitTarget(<0,0,0.5>, llEuler2Rot(<0,-0.4,0> ));
llSetCameraEyeOffset(<-7.0, 0.0, 3.0> );
llSetCameraAtOffset(<10.0, 0.0, 2.0> );
//car
llSetVehicleType(VEHICLE_TYPE_CAR);
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, 1.0);
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.1);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1);
llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1000.0, 10.0, 1000.0> );
llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <500.0, 500.0, 1000.0> );
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.50);
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.50);
}
changed(integer change)
{
if (change & CHANGED_LINK)
{
key agent = llAvatarOnSitTarget();
if (agent)
{
if (agent != llGetOwner())
{
llSay(0, not_owner_message);
llUnSit(agent);
llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE);
}
else
{
//llTriggerSound("car_start",1);
llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DRIVING", NULL_KEY);
llSleep(.4);
llSetStatus(STATUS_PHYSICS, TRUE);
llSleep(.1);
llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
llSetTimerEvent(0.1);
//llLoopSound("car_idle",1);
}
}
else
{
llSetTimerEvent(0);
//llStopSound();
llSetStatus(STATUS_PHYSICS, FALSE);
llSleep(.1);
llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DEFAULT", NULL_KEY);
llSleep(.4);
llReleaseControls();
llResetScript();
}
}
}
run_time_permissions(integer perm)
{
if (perm)
{
llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, TRUE);
}
}
control(key id, integer level, integer edge)
{
integer reverse=1;
vector angular_motor;
//get current speed
vector vel = llGetVel();
float speed = llVecMag(vel);
//car controls
if(level & CONTROL_FWD)
{
cur_wheel_direction = "WHEEL_FORWARD";
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <forward_power,0,0> );
reverse=1;
}
if(level & CONTROL_BACK)
{
cur_wheel_direction = "WHEEL_REVERSE";
llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <reverse_power,0,0> );
reverse = -1;
}
if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
{
cur_wheel_direction = "WHEEL_RIGHT";
angular_motor.z -= speed / turning_ratio * reverse;
}
if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
{
cur_wheel_direction = "WHEEL_LEFT";
angular_motor.z += speed / turning_ratio * reverse;
}
llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
} //end control
timer()
{
if (cur_wheel_direction != last_wheel_direction)
{
llMessageLinked(LINK_ALL_CHILDREN , 0, cur_wheel_direction, NULL_KEY);
last_wheel_direction = cur_wheel_direction;
}
}
} //end default