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Category: Description: Creator:
NPC Sample path notecard
NPC All in one NPC recorder player appearance notecard will go here
NPC All in one NPC recorder player appearance notecard will go here
NPC All-In-One Animator with new commands
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC test script for chatting commands to the NPC
NPC Sample collision script for NPC animator
NPC sample Stop processing script for NPC
NPC Sample touch to go script for all in one NPC animator
NPC Sample touch to trigger a NPC script
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player set of debug functions. Add these ONLY if you are compileing in LSLEditor.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC This script can be put in objects to make them appear and disappear on command
NPC Triggers the NPC controller to play the Greet notecard when collided.
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC NPC helmet controller // Accepts a single link message to make the cyber being helmet flash for a second or two. // worn by the NPC
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC NPC console controller // Accepts button input from 8 buttons in a compass rose configuration // Controls a pait of NPCS to xap 6 other NPCs.
NPC NPC console controller button script // Goes into 8 buttons in a compass rose configuration // Controls a pair of NPCS to xap 6 othert NPCs. // each button gets a different config.
NPC Triggers the NPC controller to play a notecard when collided.
NPC Button Script for console
NPC NPC helmet controller // Accepts a single chatted command to msake the cyber being helmet flash for a second or two. // worn by the NPC
NPC NPC helmet controller // Accepts a single chatted command to msake the cyber being helmet flash for a second or two. // rezzed in world and not worn
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC Timer script - ended up not being used.
NPC Timer script - ended up not being used.
NPC Sample NPC Card
NPC Sample NPC Card
NPC Sample NPC Card
NPC Sample NPC Card
NPC Sample sequencer script for NPC animator. It sequences multiple NPCs in order thru a scenarios // each 'things' entry is the NPC number, a (float) time to take between sending commands ( 0 is not allowed, but a small number is() ///and a @command that is sent to the NPC.
NPC Sample sequencer script for NPC animator. It sequeunces multiple NPCs in order thru a scenarios // each 'things' entry is the NPC number, a (float) time to take between sending commands ( 0 is not allowed, but a small number is() ///and a @command that is sent to the NPC.
NPC Sample collision script for NPC animator
NPC Sample collision script for NPC animator. Moves the raccoon to the edge of the cliff
NPC Sample collision script for NPC animator./ Makes the racoon run off the cliff edge
NPC All in one NPC recorder player. // Supports both absolute and relative paths and many new commands // Add animations named "Fly, Walk, Stand and Run" // Click Prim to use. // Should be worn as a HUD to record. // Put it on the ground and click Sensor or Start NPC when done.
NPC Sample collision script for NPC animator
NPC Sample collision script for NPC animator
NPC Notecard for sample NPC Sequence
NPC Preview a series of NPC appearance notecards.
NPC Attach things to NPCs by script
NPC This was written as a "dancer" script for a club.
NPC Holds data for NPC - auto generated notecard
NPC This was written as a "dancer" script for a club.
NPC animator
NPC clone
NPC come here
NPC controller
NPC dance
NPC follow
NPC Master
NPC Recall
NPC Stop
NPC Wear or rez to ground, then touch to be able to globally or selectively remove NPCs from a region
NPC When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. // Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. // So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not.
NPC makes a set of NPC's walk in a circle
NPC Makes a set of NPC's walk in a circle
NPC Script ot make a NPC rotate and walk in a circle
NPC NPC Mirror Make a NPC appear that looks just like thee
NPC A chair for the NPC to sit in
NPC Touch to create an NPC at a random position in your region.
NPC Opensim World script to sense avatars and fill in their web site
NPC Fuill featured NPC controller for multiple NPC's
NPC NPC Controller
NPC Paramour Multi-Purpose NPC Rez & Pose//:License: Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International license. //CODE: // Paramour Multi-Purpose NPC Rez & Pose // by Aine Caoimhe (Mata Hari)(c. LACM) April 2015 // Provided under Creative Commons Attribution-Non-Commercial-ShareAlike 4.0 International license. // Please be sure you read and adhere to the terms of this license: https://creativecommons.org/licenses/by-nc-sa/4.0/ // // - Place this script in any object // - Optionally set a different target for the NPC to sit on when rezzed // - Optionally set the script to auto-rez an NPC if there is a notecard in inventory to use for the NPC's appearance (autorez will occur on script reset or region restart) // - Optionally, add one or more animations for the NPC to use if controlling animations from this object. If more than one is found the NPC will cycle through them // - Optionally, add one NPC notecard with the name ".NPCxxp Firstname Lastname" to the object. If more than one is found, the first one will be used. If none are // found the toucher's appearance is used and (optionally) stored to the object // The name conforms to the PMAC sytem NPC naming convensions where xx is used to sort the card order and p is the permission seting where A=all, G=group, and O=owner // but these permission settings are ignored by this script nor is there any error-checking for them -- your card will work as long as it is 3 words where the first word // begins with ".NPC" (dot then capital letters N P C) // // If you change the contents of the object (add/remove animations or notecards) you MUST reset the script to pick up those changes // If the object containing the script is worn, it is disabled // If the script is controlling a NPC, touching the object will remove the NPC // If the script isn't controlling a NPC, touching the object will rez the NPC either from notecard or via cloning the toucher // If a NPC is found standing on this object when reset, the script will assume control of that NPC. It can't do that for NPCs on other targets so remember // to remove one before resetting this script. If you accidentally strand a NPC, use the Paramour NPC Manager to remove it. // // OSSL functions required: // osIsUUID() // osIsNpc() // osNpcCreate() // osNpcRemove() // osTeleportAgent() if rezzing to a target that is more than 10m away from the object containing this script // osAvatarPlayAnimation() if the option to animate the NPC is being used // osAvatarStopAnimation() if the option to animate the NPC is being used // osAgentSaveAppearance() if the option to store toucher appearance is being used // // USER SETTINGS integer ownerOnly=TRUE; // TRUE = only owner can touch to rez/remove NPC; FALSE = anyone can integer hideInUse=TRUEE; // TRUE = set this object to invisible when a NPC is being controlled by it (useful when using this as a hidden poseball though then you'll have to // remember where you placed it); FALSE = don't hide this object. Note if this is part of a linkset only this prim is hidden key target=1b600ed6-c416-457c-bae0-7f3397befa42""; // supply the key of the object you want the NPC to sit on or leave empty ("") to have the NPC sit on this object integer animateNpc=FALSE; // TRUE = this object will handle animations if one or more are found in inventory; FALSE = another script will handle aniamtions float animationTimer=60.0; // If this script is handling animations and more than one is found, how often to switch to the next animation (it also does a presense check) integer randomAnim=TRUE; // If more than 1 animation is found in inventory, play animations in random order (list will be re-randomized after each has played once) integer autoRez=TRUE; // TRUE = if there is an appearance notecard in inventory, auto-rez that NPC any time the region restarts or this script is reset; FALSE = only rez on touch integer storeToucher=TRUE; // TRUE = if there is no appearance notecard in inventory, store the toucher's appearance when cloning them (subject to permission from the target) string floatyText="Paramour Multi-Purpose NPC Rez & Pose"; // text to have floating above the object or supply an empty string ( "") for none vector floatyTextColour=<1.000, 0.906, 0.502>; // LSL vector colour to use for the text (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white) // // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // DON'T CHANGE ANYTHING BELOW HERE UNLESS YOU KNOW WHAT YOU'RE DOING // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * list anims; integer indAnim; key npc=NULL_KEY; string npcToRez; string firstName; string lastName; integer myChannel; integer handle; startAnimation() { buildAnimList(); if (llGetListLength(anims)==0) return; string anToPlay=llList2String(anims,indAnim); key dontStop=llGetInventoryKey(anToPlay); osAvatarPlayAnimation(npc,anToPlay); list anToStop=llGetAnimationList(npc); integer stop=llGetListLength(anToStop); while (--stop>=0) { if (llList2Key(anToStop,stop)!=dontStop) osAvatarStopAnimation(npc,llList2String(anToStop,stop)); } if (llGetListLength(anims)>1) llSetTimerEvent(animationTimer); } doRezNpc(key clone, integer perm) { if (npcToRez=="") { if (storeToucher) { if (!perm) { myChannel=0x80000000|(integer)("0x"+(string)llGetKey()); handle=llListen(myChannel,"",clone,""); llSensorRepeat("",clone,AGENT,32.0,PI,60.0); llDialog(clone,"This object would like your permission to clone and store your appearance to a NPC notecard. Will you permit this?\nA no response will be assumed if you don't respond within 60 seoncds",["YES","NO","CANCEL"],myChannel); return; } else { getNameData(clone); osAgentSaveAppearance(clone,npcToRez); llSleep(0.25); // give a little time to store the data and have it register to prim's inventory } } else { getNameData(clone); npcToRez=clone; } } else if (llGetInventoryType(npcToRez)!=INVENTORY_NOTECARD) { llRegionSayTo(clone,0,"Unable to locate the expected appearance notecard in inventory. Perhaps you deleted it without resetting the script? Resetting the script now. Please wait a moment, then touch me again to resume"); llResetScript(); return; } npc=osNpcCreate(firstName,lastName,llGetPos()+<0.0,0.0,2.0>,npcToRez,OS_NPC_SENSE_AS_AGENT); if (hideInUse) { llSetLinkAlpha(LINK_THIS,0.0,ALL_SIDES); llSetText(floatyText,floatyTextColour,0.0); } vector targetPos=llGetPos(); if (target=="") target=llGetKey(); else if (target==NULL_KEY) target=llGetKey(); else if (osIsUUID(target)) { list data=llGetObjectDetails(target,[OBJECT_POS]); if (data==[]) { llRegionSayTo(clone,0,"Unable to find the target specified in the script in this region. Using this object as the target instead"); target=llGetKey(); } else targetPos=llList2Vector(data,0); } else { llRegionSayTo(clone,0,"Your target does not appear to be a valid key. Using this object as the target instead"); target=llGetKey(); } if (llVecDist(targetPos,llGetPos())>10.0) osTeleportAgent(npc,targetPos+<0.0,0.0,2.0>,ZERO_VECTOR); osNpcSit(npc,target,OS_NPC_SIT_NOW); if (animateNpc) { llSleep(0.25); // have to wait for the LSL sit animation to register to the npc's animation list startAnimation(); } } getNameData(key name) { list nameParsed=llParseString2List(llKey2Name(name),["."," "],[]); firstName=llList2String(nameParsed,0); lastName=llList2String(nameParsed,1); if (firstName=="") firstName="Noname"; if (lastName=="") lastName="NPC"; npcToRez=".NPC00A "+firstName+" "+lastName; } buildAnimList() { anims=[]; integer i=llGetInventoryNumber(INVENTORY_ANIMATION); while (--i>=0){ anims=[]+[llGetInventoryName(INVENTORY_ANIMATION,i)]+anims; } if (randomAnim) anims=[]+llListRandomize(anims,1); indAnim=0; if (llGetListLength(anims)==0) llOwnerSay("WARNING! Script is set to handle animations but none could be found in inventory. NPC will play stock SL sit animation"); } findNpcToRez() { npcToRez=""; firstName=""; lastName=""; integer i; while ((npcToRez=="") && (illGetListLength(anims)) { indAnim=0; if (randomAnim) anims=[]+llListRandomize(anims,1); } string animToStart=llList2String(anims,indAnim); if (animToStart!=animToStop) { osAvatarPlayAnimation(npc,animToStart); osAvatarStopAnimation(npc,animToStop); } } touch_start(integer num) { if (llGetAttached()) return; key toucher=llDetectedKey(0); if (ownerOnly && (toucher!=llGetOwner())) { llRegionSayTo(toucher,0,"Sorry, you don't have permission to use this"); return; } if (npc==NULL_KEY) doRezNpc(toucher,FALSE); else if (llGetAgentSize(npc)==ZERO_VECTOR) { npc=NULL_KEY; llSetTimerEvent(0.0); doRezNpc(toucher,FALSE); } else { osNpcRemove(npc); npc=NULL_KEY; llSetTimerEvent(0.0); llRegionSayTo(toucher,0,"NPC removed"); if (hideInUse) { llSetLinkAlpha(LINK_THIS,1.0,ALL_SIDES); llSetText(floatyText,floatyTextColour,1.0); } llResetScript(); } } }
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02(OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02 (OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02 (OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.2 (OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02 (OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02 (OSSL)
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02 (OSSL)
NPC Animation Handle for Avatars
NPC PARAMOUR MULTI-ANIMATION CONTROLLER (PMAC) v1.02(OSSL)
NPC NPC True Mirror script//:License: CC-BY-NC-SA
OpenSim NPC //From http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // Get your NPCs (and whoever else may be in the region) to dance. // To make this work, create a prim, fill it with (dance) animations, put this script in it, click the prim, and PAR-TAY!.
OpenSim NPC //http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff// sim-wide NPC killer // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // kill all of NPCs in this SIM // Attempts to kill agents too, but it will silently fail // http://opensimulator.org/wiki/OsNpcRemove // Unfortunatly, from time to time, one or more NPCs do get stuck in the scene, and can not be removed. They can't be removed by this script either.
OpenSim NPC Mods by Ferd Frederix to onlykill NPCS withing 10 meters // Based on http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // sim-wide NPC killer // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // kill all of NPCs in the nearby area // Attempts to kill agents too, but it will silently fail // Unfortunatly, from time to time, one or more NPCs do get stuck in the scene, and can not be removed. They can't be removed by this script either.
OpenSim NPC This is a NPC attacker for Opensim. I use it in a RAM to butt people. // License: http://creativecommons.org/licenses/by-nc
OpenSim NPC From http://opensimulator.org/wiki/OSSLNPC // //This is a rough example script for most of the current NPC functionality. One of its major current deficiencies is that it doesn't track more than one created avatar at a time. Please feel free to improve it.
OpenSim NPC From http://opensimulator.org/wiki/NPC_Automator_2.0 // Original script by Paintball Magic. Rewritten, corrected and expanded by Nihlaeth Melody. // License: http://creativecommons.org/licenses/by-sa/2.5/ //You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // // Instruction Notecard // // For this script to work, ossl must be enabled with a threat level of VeryHigh. // NPCAutomator uses it's own kind of very simple script. All the commands are in the form of: // // Rules: // // Command|optionalvalue|optionalvalue| // Empty fields are maked by a "#" sign. // Commands are not case sensitive. // Spaces do matter! Do not use whitespace in commands or values that are not mean as text. // // Commands: // // NpcCreate|Test Npc|<1,1,1>| This creates an npc named Test NPC at 1,1,1 (relative to object position). // Wait|5|#| This makes the script sleep for 5 seconds. Build in waits at regular intervals to prevent flooding and make the npc come over more natural. // GotoLine|4|#| This makes the script continue at the specified line number. The first line is 0. You can also replace the number with a label name. // NpcFlyTo|<128,128,128>|#| This makes your npc fly to these coordinates (these are region coords). // NpcMoveTo|<128,128,22>|#| Same as NpcFlyTo, but walking. // NpcSetRot|Random|#| Sets a timer that changes npc rotation to random angles at a set interval. // NpcPlayAnimation|animationname|#| Plays an animation (has to be present in prim inventory). // NpcStopAnimation|animationname|#| Stops the animation. // NpcSay|Hey! I'm an npc :)|#| Makes the npc say stuff. // NpcSit|objectkey|#| Makes the npc sit on object. // NpcDelete|#|#| Remove the NPC. // GreetStrangerFirst|Hey, |#| Message that is said before avatar name when meeting someone new. // GreetStrangerLast|. Nice meeting you.|#| Message that is said after the avatar name when meeting someone new. // GreetAquaintanceFirst|Hey, |#| Message that is said before avatar name when running into an aquaintance. // GreetAquaintanceLast|. Good to see you again!|#| Message that is said after avatar name when running into an aquaintance. // AddTrigger|Help|15| A trigger is a word that triggers a reaction in the npc. In this case, when someone says the word help, the code jumps to line 14. Instead of a line number you can also specify a label name. // RemoveTrigger|Help|#| Removes a trigger word. // GotoTrigger|#|#| This command makes the code check if a trigger word has been said and then jumps to the right line. The code waits for this command to make sure it doesn't skip lines that are important. So don't forget to include this. // Label|Labelnaam|#| A label is a fixed point in the notecard that you can refer to so you don't have to keep counting lines. // // Example: // // The notecard HAS to be named "-NPC AI". It's case sensitive. // NpcCreate|Test NPC|<1, 1,1>|#| // GreetAquaintanceFirst|You again! What are you doing here, |#| // GreetAquaintanceLast|?|#| // AddTrigger|help|help| // GOTOLINE|loop|#| // Label|help|#| // NpcSay|Do you want me te help you?|#| // AddTrigger|yes|yes| // GOTOLINE|loop|#| // Label|yes|#| // NpcSay|Sorry, I don't think I'm the right person for the job.|#| // RemoveTrigger|yes|#| // GOTOLINE|loop|#| // Label|loop| // WAIT|1|#| // GOTOTrigger|#|#| // NpcMoveTo|<112,112,22>|#| // GOTOTrigger|#|#| // WAIT|3|#| // GOTOTrigger|#|#| // NpcMoveTo|<109,112,22>|#| // GOTOTrigger|#|#| // GOTOLINE|loop|#| // // // Planned: // // NpcStandUp // NpcLookAt // NpcAttach // SaveAppearance // Revising way notecards are accessed, dataserver event has to go. // // Commands: // // You can issue commands to the script directly too. I did however not revise this functionality and can't say if it works or not. For instructions, you'll have to read the script. // // // NPC Automator 2.0 script // // You don't need to change a thing about this script. Just put it in a prim together with the instruction notecard and maybe an appearance notecard and you're done.
OpenSim NPC A NPC killer that works only on nearby NPC's. Rez it and touch it. // Tells you who and how many were deleted // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC Original script from http://opensimulator.org/wiki/User:Dz/NPC_Scripts // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC INSTRUCTIONS for KITTEH KAT FUD BOWL
OpenSim NPC Sample Appearancer Card
OpenSim NPC Bug fixes by Ferd Frederix 7-30-2013// // Note: @wander will only wander around the rez point.
OpenSim NPC This script re-directs any NPC that collides with the object to a random destination selected from an internal list. // Once the routers are placed, a text label display can be toggled by touching it. This makes it easy to collect locations // Routers should be placed to facilitate collisions with the avatar capsules. // The real trick of this router design is the rotate calculations. These prevents the NPCs from walking backwards when assigned new targets "behind" them. // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // See http://creativecommons.org/licenses/by-sa/2.5/
OpenSim NPC GPLv3 license attributed to the Wizardry and Steamworks group at http://was.fm/opensim:npc // touch to save your XML to a notecard named appearance for use with NPC follower and NPC puppeteer sceipt.
OpenSim NPC Swimming Fish script for NPC's
OpenSim NPC This is a fish NPC follower. // License: http://creativecommons.org/licenses/by-nc
OpenSim NPC OpenSim only. // This NPC script is used to make the 'appearance' notecard and 'Script' notecard for the Wizardry and Steamworks NPC controller script. // Put the script into a prim, and wear it as a HUD. When you first wear it, a menu will appear. You may touch the prim to bring up the menu.
OpenSim NPC from http://opensimulator.org/wiki/OSSL_Script_Library/Persist_NPC // // NPC Persistance Example created by Marcus Llewellyn. // This script is in the Public Domain. // //When a simulator is restarted, any NPCs on that sim's regions will not automatically reappear. Much like dynamic textures, NPCs are a transient and non-persistant asset that is not stored in any database. So any scripts that controls an NPC will need to have a mechanism in place to detect wether an NPC is currently instantiated, and recreate it if it is not. //Implementing NPC Persistence: //The llKey2Name function placed in a timer event is the tool I use to check whether an NPC is still present in-world. If this function returns an empty string, it can be assumed that the NPC is no longer rezzed, and must be recreated. //The following script is an example of the mechanism I make use of to accomplish this task. It has been kept to the bare minimum necessary to demonstrate the concept, and to manage the NPC it creates.
OpenSim NPC //http://opensimulator.org/wiki/User:Fritigern/Scripts#NPC_stuff // touch to create an NPC at a random position in your region. // The NPC will be created at 100m up in the air, just for dramatic effect :-) // Set npcNum to how many NPCs you want. // // License: http://creativecommons.org/licenses/by-sa/2.5/ // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work //

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