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1 GNU GENERAL PUBLIC LICENSE2 Version 3, 29 June 200734 Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>5 Everyone is permitted to copy and distribute verbatim copies6 of this license document, but changing it is not allowed.78 Preamble910 The GNU General Public License is a free, copyleft license for11 software and other kinds of works.1213 The licenses for most software and other practical works are designed14 to take away your freedom to share and change the works. By contrast,15 the GNU General Public License is intended to guarantee your freedom to16 share and change all versions of a program--to make sure it remains free17 software for all its users. We, the Free Software Foundation, use the18 GNU General Public License for most of our software; it applies also to19 any other work released this way by its authors. You can apply it to20 your programs, too.2122 When we speak of free software, we are referring to freedom, not23 price. 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1 # OpenSimWorld NPC Controller23 This is a full-featured controller for creating interactive NPCs, scripting them (through notecards) and creating waypoints of your region so that the NPCs can roam around. The controller is lightweight (a single script manages all the NPCs) and the NPCs are interactive (i.e. you can give them commands through the local chat).45 You can get the latest OSWNPC package from the OpenSimWorld region in OSGrid, where you can also see them in action:67 hg.osgrid.org:80:OpenSimWorld89 (move down near the bunker to find the package)101112 # Installation1314 The controller requires OSSL functions to work. Apart from the osNpc*() functions you should also enable osListeRegex(), osGetNotecard(), osMessageAttachments(). The controller uses channel 68 for all its functions.1516 In order to set the names of your NPCs , edit the __npc_names notecard, and add the *first* names of your NPCs , one at a line. The last name of your NPCs will always be (NPC).1718 *After making configuration changes in notecards, reset the NPC controller scripts, or click on it and select "ReConfig"*.1920 To create an NPC, first wear the "Listener" object in your RIGHT PEC. The listener is an object that all your NPCs must wear. It listens to the local chat for commands and sends them to the NPC controller for processing. After wearing the listener, move within 20 meters near the controller, click on the controller, select SaveNPC and then the name of the NPC you wish to create. You should see a message "Appearance saved to APP_xxxx" . This means your appearance has been saved in a notecard inside the controller. Your NPCs can have multiple appearances (more on this later).2122 You can now load your NPC. Click the controller, click LoadNPC, then click the name of the NPC to load. If all has gone well, your NPC should now respond to commands. Try "[name] come" or "[name] follow me" to test it. There are many commands you can use to have your NPCs do things (see section below).2324252627 # NPC supported commands2829 The NPCs support a number of commands. You give these commands through the public chat when the NPC is near you. The syntax is:3031 [npc-firstname] [command]3233 For example, assuming our NPC is called Bob:34 ```35 Bob come36 Bob leave37 Bob follow me38 ...39 etc.40 ```41 You can have the NPCs execute these commands whenever they reach a waypoint by creating a "scenario" notecard. A scenario is just a list of commands, one per line, that is executed by the all NPCs whenever they reach that waypoint (Read the next section for waypoints).4243 For more complex behavior, the following control commands are supported in notecards: if, if-not, jump4445 Example of a notecard:46 ```47 if name-is Bob Alice48 say hi49 say I am either Bob or Alice50 jump @outofhere51 end-if52 say i am not bob or alice53 @outofhere54 if-not name-is Bob55 say I am definitely not Bob56 end-if57 say ... and i 'm now leaving58 leave59 ```6061 This example shows how to use if blocks, the jump command and how to create labels like @outofhere6263 As you see, in notecards, the name of the NPC is omitted. It is replaced with the name of the NPC automatically, for example when Bob runs this notecards "say hi" becomes "Bob say hi".6465 In order to add a scenario to a waypoint, create a notecard with the name format: "_[waypoint-number].scr" and drop it in the controller object.6667 For example the _10.scr notecard will be executed at waypoint #10, _11.scr at waypoint #11 and so on. Waypoints start at #0. You can find the waypoint number on top of the pegs when editing waypoints (Read below).686970 # List of NPC commands7172 These commands must be preceded by the name of the NPC. Here we assume our NPC is called "Bob"73 ```74 Bob come = "Come here ". Bob will come move close to you7576 Bob moveto 23 : walk towards waypoint #237778 Bob movetov <23,24,25> : walk towards point with coordinates <23,24,25>7980 Bob flytov <23,24,25> : fly towards point <23,24,25> in region8182 Bob movetovr <23,24,25> <33,34,25> : walk to a random point between the points <23,24,25> <33,34,25>8384 runtovr <23,24,25> <33,34,25> : same as above, but run8586 ** Note: never leave spaces in coordinate vectors, i.e. <23,24,25> NOT <23, 24, 25> **87 ```88 ## Sit commands8990 The NPC can sit on objects. The way it works is as follows:91 ```92 Bob use chair : Bob will attempt to find an object named "chair" (Object Name) near him and try to sit on it if its transparency (alpha) is less than 100%. Since by convention poseballs turn transparent when users sit on them, this ensures that Bob will not sit on an already-occupied poseball.9394 Bob stand : Bob will stand up if he is sitting95 ```96 ## Variables97 Variables can be used with IF commands for more complex scenarios98 ```99 setvar foo 13 : set variable foo to be 13 . Only string variables are supported. Variables can be used in if blocks100101 setvar foo : set variable foo to the empty string. The empty string is the default value if a variable does not exist102 ```103104 ## Flow control with IF commands105 There is support for multiple levels of IF blocks. blocks end with "end-if". There is no "else" command, but you can usually achieve the same effect with "jump" commands106107 ```108 if name-is bob alice : if the npc's name is Bob or alice109 use dance : Sit on the poseball object named "dance"110 end-if : always end IF blocks with end-if. You can nest if blocks111112 if-not name-is Bob : Example of negative if113114 if-prob 0.3 : if with random probabilty 0.3 (the if block will be executed 30% of the time)115116 if var-is party 1 : Will execute the if variable party is "1"117 ```118119 Jump command. You can use the syntax @label to create labels in your notecards. The syntax is:120 ```121 jump myLabel : like "jump" in LSL or "goto" in other languages. the label should be on a line by itself prefixed with '@' like this:122 @myLabel123 ```124125 ## Useful script commands126 ```127 wait 200 : wait 200 seconds128129 waitvar foo 13 : wait until the variable foo gets the value 13130131 waitvar foo : wait until the variable foo is empty.132 ```133134135 ## Pathfinding commands136137 The NPCs can find the paths between waypoints and walk from point A to point B. Because this is computationally intensive, only paths with less than 10 waypoints between are supported. The following pathfinding commands are supported:138139 ```140 Bob go to Bar : this uses pathfinding to go to the waypoint with the name "Bar"141 Bob go to : without an argument, bob will print the names of waypoints where it can go142 Bob goto 13 : go to waypoint #13143 ```144145 ## Other commands146 ```147 Bob say hi : Says "hi" on public channel148 Bob saych 90 blablah : say "blablah" on channel 90149 ```150 ```151 Bob msgatt attachment_command 12 13 14 15152 ```153 Uses osMessageAttachements to send the message "attachment_command" to attachments at attach points 12 13 14 15.154 This can be useful for scripting NPC attachments. Read the OSSL docs of osMessageAttachments() for more.155156 ```157 Bob lookat me : attempts to look at you158 Bob lookat <x,y,z> : look towards point x,y,z159 Bob lookat Bar : look towards the waypoint named "Bar"160161 Bob anim dance : play animation "dance" . the animation must be in the inventory of the controller object162163 Bob light : turn on/off a light the NPCs have on them164165 Bob follow me : self-explanatory166167 Bob follow Alice : follow alice around. Only the first name of the other avatar is needed168169 Bob fly with me : self-explanatory170 Bob fly with alice : fly with another user171172 Bob stop : Stops his animation and his movement. and stops following you173174 Bob leave : start wandering between waypoints175176 Bob run-notecard my_script.scr : execute the contents of the notecard my_script.scr (the notecard must be in the controller inventory177178 Bob stop-script : stop executing the notecard script179180 Bob dress swimming : You can have multiple appearance notecards per NPC. This will attempt to load the appearance notecard named APP_bob_swimming from the controller's inventory.181182 Bob batch say hi ; wait 10; say bye : executes multiple commands , separated by ";"183 ```184185186187 # Creating waypoints188189 You can use the controller to create paths within your region, and the NPCs can wander along those paths. In addition, you can have them do interesting actions whenever they reach specific points by creating "scenario" notecards.190191 To create a map, wear the WaypointEditor HUD. The HUD works by rezzing a number of "traffic cone" pegs around your region, which represent the waypoints that your NPCs follow. You can use the HUD to edit those points and create links between them.192193 You begin by clicking RezPegs on the HUD. If you have an existing map, this will rez pegs in each waypoint, otherwise you will not see any pegs.194195 To add a waypoint, move your avatar to the desired position, and select "AddPeg" from the HUD. To create a second waypoint, move to another position, and AddPeg again.196197 To link two waypoints, click on the first one, then click on the second one and select "LinkPegs" from the popup.198199 To unlink two waypoints, click on the first one, then click on the second one and select "UninkPegs" from the popup.200201202 To set a name for a waypoint, click the peg , select "SetName", and ender the name (E.g. "Bar")203204 You can use the standard edit tools to move around the waypoints. Be careful, after you move a peg, you MUST select "ScanPegs" from the HUD or your changes will be lost.205206 To save the changes in the controller notecards, select "SaveCards" from the HUD. To test if all went well, clear the pegs and rez them again.207208 After creating the map, it is possible to have the NPCs walk to specific waypoints. For example, if you have a waypoint named "Bar" , you can ask an NPC to go there (but only if it is up to 10 hops away), like this: "Bob go to Bar"209210211 ## Extensions212213 You can create extensions with your own commands. Extensions are scripts that are placed in child objects linked to the controller. The default NPC controller object already contains an extension (the little green box). The script in it shows how extensions parse the data sent from the controller (through link_message) and how they can respond.
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