Script: Halloween Rezzer AVsitter plugin

Documentation ยท Halloween Rezzer AVsitter plugin

Halloween Rezzer AVsitter plugin script in Marketplace.

Thank you for having considered this script to enhance the quality of your products. Please read the following instructions carefully, especially the ones explaining which permissions to apply to the scripts for the next owner. Failure to complete this task INVALIDATES the license governing your use of this set of scripts. Should you have problems, please fill the scripts assistance form, explaining what you did and what happened, and I'll get back to you.

IMPORTANT! The script contains a check to prevent accidental give-aways. If you haven't set permissions correctly in your inventory, then the script will self delete when you try to use it. The best way to ensure you set permissions correctly is by doing it NOW in your inventory.

Follow these directions carefully. Complete the Step by Step Guide in the first place and then go to the Advanced Setup section for a detailed explanation of all the features. There's a Troubleshooting section at the end. Before asking for help, check that your problem isn't one of the problems described in there.

License of Use: Click here to read the License of use.

What's included in your purchase

Check that your box contains the following assets:

  • [Black Tulip] Halloween Rezzer - AVsitter Plugin
  • [Black Tulip] Halloween Rezzer - AVsitter Plugin ~CFG~
  • [Black Tulip] Halloween Rezzer - PROP
  • [Black Tulip] Halloween Prop Rezzer - AUXILIARY TOOL
  • [Black Tulip] Particle Effect Texture - Steam
  • [Black Tulip] Particle Wine Smoke with Autodelete
  • [Black Tulip] Particle Soup Smoke with Autodelete
  • [Black Tulip] Humming Woman
  • [Black Tulip] Proof Of Purchase - Halloween Rezzer v1
  • [Black Tulip] Halloween Rezzer - AVsitter Plugin ~DOC~

and these sample assets, necessary to follow the step-by-step guide:

  • [Black Tulip] Halloween Dinner Table - Start here - AO
  • [Black Tulip] Halloween Dinner Table - Finished - AO
  • [Black Tulip] Halloween Dinner Table - Empty for AuxTool - AO
  • [Black Tulip] Halloween Table Setting - Green Poison
  • [Black Tulip] Halloween Table Setting - Poison
  • [Black Tulip] Halloween Table Setting - Tasty Blood

If any of these is missing, contact Auryn Beorn for a replacement. Keep in mind that sample assets are never provided in full perms state. They're included to illustrate how to use the script.

Features list

  • Rezzes a set of props depending on the selected animation in AVsitter
  • These props can have some effects like sound, particles...
  • The rezzing props behaviour can be altered via menu so we can have always the same prop no matter the animation, or no props at all
  • The user can also rez decorative props when no one sits
  • It doesn't de-rez and rez the same set when it's present
  • Included auxiliary tool
  • Included particles scripts and texture for our soups and wines

What does this script do?

Before proceeding with the step by step guide, let's see first the script in action, to know which specific features we'll be setting up. In order to do this, rez the [Black Tulip] Halloween Dinner Table - Finished - AO object. Warning! This is a linked set with a LI of 34. Make sure you have room enough before attempting to rez it.

The first thing we'll notice is that a placemat is immediately rezzed.

When we move the mouse over the set, we see an icon that lets us know that if we click on the object, we'll sit immediately. However, if we right click on the object, we see the Touch option show up. Lets us click on it: it shows a menu.

So this is the first important feature of the script: When no one is sitting, we can still decide to have a decorative set rezzed, or Clear Table, which will delete the existent set. For example, we can have 10 sets of props and decide that this decorative menu (no avatars sitting) will show only three of them. We'll see in the step by step guide how to do it. For now, let's continue exploring the object. We do this by sitting on it, and a prop associated to the current animation played will rez. How do we do this association? We see this in the step by step guide.

We may notice now that, besides having the placemats rezzed and them floating, a sound has been played. This is something we can do too: when a set of objects is rezzed, we can decide to play a sound (and only one sound).

When we change the pose, we can associate to it a different set of objects if we want. It will be rezzed when we select another pose.

We can have a default set of objects when there are avatars sitting, and associate only some animations to different sets. We can also tell AVsitter to call our [TABLE] menu and in it, find that it has a different aspect than when no one was sitting:

When we click on Default, we're saying this: "the objects rezzed will be those related to the selected pose, according to the notecard". When we click on Always Off, no props will be rezzed and the current ones will be deleted. This will leave a clear table while the poses change. And when we click Always On, first, we get a very similar menu to the one we got before sitting:

Indeed so similar, that the only thing that changes is which sets are showing up. As soon as we select one set, that set will stay rezzed no matter which animation we select from the AVsitter menu. If we want to go back to changing the props depending on the animation, we will select Default.

Feel free to use this documentation to write your own, for your customers.

Definitions

This script is somewhat complex so before we enter the step by step guide, we'll give some important definitions.

Set: A set is a set of objects that will be rezzed at the same time. A set may have only one object, or it may have several objects. It will have an unique name among all the other sets that we define. This means that every set must have a different name.

Object: An object is defined by three parameters: the name of the object in the inventory of the main object, its position when rezzed, and its rotation when rezzed. There's included an auxiliary tool that will help us obtain all these values.

Effect: An effect is a combination of floating and a sound. The main script can tell the prop (or props) if they should float once rezzed, and if a sound should be played upon rezzing and which one. Floating and sound are the same for all the props that rez, so if we decide that props should float, they all will do, and if we decide on a sound to be played, that sound will be played just once for the whole set, upon rez.

The prop may have other effects, but we'll see how to take care of them individually with the help of some auxiliary scripts that have been included.

In use: When we say that a set should show up when in use, we mean that there are avatars sitting on the main object.

Not in use: When we say that a set should show up when not in use, we mean that there are no avatars sitting on the main object.

The main object is the one with the AVsitter and this rezzer scripts.

Animation: Which animation we want to have a set rezzing, and which effect, if any. We're not forced to assign a set and an effect to every animation. We can decide to rez props only for some animations. Within these ones, the presence of an effect is optional.

Default in use: We may want a prop rezzing for all the animations that are not listed (this is, when avatars are sitting and using the object). We will specify it in that parameter. If we want no prop rezzing, we'll see how to define a special set that contains an empty prop to rez.

Default not in use: We may want a prop rezzing when no avatars are sitting and using the object. We will specify it in that parameter. If we want no prop rezzing, we'll see how to define a special set that contains an empty prop to rez. We can understand this as a default decorative set when no one is sitting.

The sets in use will be the sets that avatars can rez and have there fixed when the main object has avatars sitting on it. There must be at least one.

The sets not in use will be the sets that avatars can rez and have there fixed when the main object has no avatars sitting on it. This is, these are the sets we give as options as decorative props when no one sits. There must be at least one.

Step by Step Guide

Now that we know what the script does, and what the definitions mean, it's time to learn to set it up. To that purpose, we'll start by rezzing the [Black Tulip] Halloween Dinner Table - Start here - AO object, which is already setup for AVsitter with four poses.

First of all, we have to prepare the props. This is easy enough. There are three of them:

  • [Black Tulip] Halloween Table Setting - Green Poison
  • [Black Tulip] Halloween Table Setting - Poison
  • [Black Tulip] Halloween Table Setting - Tasty Blood

We'll learn to prepare one, then the other two are the same. Rez the [Black Tulip] Halloween Table Setting - Green Poison object, edit it, and drop in its contents the [Black Tulip] Halloween Rezzer - PROP script, with permissions correctly set (no mod/no transfer in this case):

and now we take it back into our inventory. We proceed similarly with the other two props, and keep them separated from the unscripted ones, for a later step.

With our props ready, it is time to study the provided configuration notecard. The configuration notecard is [Black Tulip] Halloween Rezzer - AVsitter Plugin ~CFG~. The following lines at the top of it will be detailed in the advanced setup section:

clickMode = 2
button = [^ AVsitter]|90005|-1||0

Then it continues with already prepared sets, effects, and animations. Worry not, we'll see how to use the auxiliary tool when we need it, but for now we're going to study what the lines of the provided configuration notecard mean.

We start defining a set that consists of three objects. This means, those three objects will rez at the same time when we tell in the notecard to have that set rezzed. Notice the structure:

set = Three Plates
object = [Black Tulip] Halloween Table Setting - Green Poison|<0.000000, 0.341476, 0.459503>|<-0.000000, 0.000000, 1.000000, 0.000000>
object = [Black Tulip] Halloween Table Setting - Poison|<0.885582, 0.341476, 0.459503>|<0.000000, 0.000000, 1.000000, 0.000345>
object = [Black Tulip] Halloween Table Setting - Tasty Blood|<0.000000, -0.338242, 0.460815>|<0.000000, 0.000000, 0.000000, 1.000000>

First we write the word set, then an = sign, then we give it the name we want. In this case, Three Plates. Since it's a name that will show on a menu, keep it under 24 characters.

Below it, we have three object = lines. This information will be provided by the auxiliary tool, so we don't have to worry about how to obtain it, only to make sure that the objects:

  • [Black Tulip] Halloween Table Setting - Green Poison
  • [Black Tulip] Halloween Table Setting - Poison
  • [Black Tulip] Halloween Table Setting - Tasty Blood

are part of our supplies. Indeed they are, and we've set them up with the prop script, so now we drop these scripted props into the contents of the [Black Tulip] Halloween Dinner Table - Start here - AO object:

If we continue reading this configuration notecard, we find more sets:

set = Two Plates
object = [Black Tulip] Halloween Table Setting - Green Poison|<0.000000, 0.341476, 0.459503>|<-0.000000, 0.000000, 1.000000, 0.000000>
object = [Black Tulip] Halloween Table Setting - Tasty Blood|<0.000000, -0.338242, 0.460815>|<0.000000, 0.000000, 0.000000, 1.000000>


set = Tasty Blood
object = [Black Tulip] Halloween Table Setting - Tasty Blood|<0.000000, -0.338242, 0.460815>|<0.000000, 0.000000, 0.000000, 1.000000>

A set can have one or more object lines. Different sets may use the same objects. Different sets may position those same objects differently, or at the same place. The importance of the sets is that it is their name what the rest of the configuration notecard uses, not the object names. By using a set name, we're referring to the whole set of objects, positioned where we want them.

We'll use the auxiliary tool to obtain all the object lines, which then we'll arrange as we wish in sets. The explanation of the auxiliary tool (pretty straightforward) will come after we've fully explored the format of the configuration notecard.

There's one last set in the notecard:

set = Clear Table
object = __EMPTY__

Remember the Clear Table button in the finished sample? We have named it that way. We could have named it Clear, Empty, or whatever other thing we wanted (always under the max of 24 characters restriction). The important is the special keyword used to say "no objects". That keyword is __EMPTY__ (note the double underscores). A set defined like that will have the effect of deleting all the existent props and not rezzing new ones.

Now we find the effect blocks:

effect = The Blood
float = 0
sound = [Black Tulip] Humming Woman


effect = The Plates
float = 1
sound = [Black Tulip] Humming Woman

Similarly to the set blocks, we start writing the keyword effect, then an = sign, then the name we want for it. Again, we recommend to keep it short. We can see that our notecard defines two effects, one called The Blood and one called The Plates. What does it mean the information inside?

float decides if all the objects in a set will float when rezzed, or not. How? If we write a 0 after the = sign, that means no floating. If we write a 1, that means floating. So we can see that the effect The Plates will make for the objects to float. Which objects? We see that once we finally define the animations.

Important: If your floating object is made of regular prims and/or sculpts (i.e., is not mesh), then you must set the Physics Type of the object to Convex Hull, or the floating feature will not work.

There's a second parameter: sound. If we write the name of a soundclip in here, that sound will be played when the set is rezzed if this effect is assigned to it. In order for the sound to play, it must be added to our engine prim, with AVsitter and the props. We do it now so we don't forget.

First we change permissions for next owner conveniently. No mod/no transfer will be good for this case. Then we edit the object and drop the sound clip:

Now the sound clip is ready for when an effect wants to play it.

We're not forced to play the same sound in all effects, or to play a sound at all. We're using the same sound because it's the sample included that you can use in your creations, provided permissions for next owner are set correctly.

We've defined, thus, four sets and two effects. Let's continue examining the configuration notecard. Now we find this:

setMenuInUse = Three Plates
setMenuInUse = Two Plates
setMenuInUse = Tasty Blood

What does this mean? Remember the definition of in use. This means that when we have avatars sitting, those options will show on the menu we access through the AVsitter [ADJUST] button. We're not forced to use all the sets we've defined and indeed, we're not using the Clear Table set when avatars are sitting (remember it's enough with clicking on Always Off, as we learned when studying a finished object.)

Then we find this block of lines:

setMenuNotInUse = Tasty Blood
setMenuNotInUse = Two Plates
setMenuNotInUse = Clear Table

Remember the definition of not in use. This means that when we have no avatars sitting, right clicking and clicking Touch would show us a menu with those options, to select one set as decorative. Again, notice that we're not forced to use all the sets we've defined. We list only the sets we want to offer as decorative choices.

In order to save script memory, a couple of defaults must be defined. One is, which set will be rezzed as decorative right as the script has read the configuration notecard, until someone selects something different? (Or after having been avatars sitting and they all stand up). This set comes defined here:

defaultSetNotInUse = Tasty Blood

We begin to see the usefulness of defining sets. Instead of listing the objects every time for the menus, for the defaults... We simply use set names. And we can make those sets have the objects arranged however we wish.

The other default that must be defined is, which set will be rezzed when we don't assign any to an animation from the menu:

defaultSetInUse = Two Plates

Wait. We're not forced to assign a set to each and every animation of our engine? That's correct. And when you don't assign one, then defaultSetInUse will be the one used. We can use any of our defined sets, so Clear Table would be a choice, in case you wanted no props rezzed unless for a few animations.

We're finally going to see how do we connect the dots between sets, effects and animations. Because there's a way to define which set will be rezzed, and which effect will happen, when we select an animation from the AVsitter menu. Let's take a look at the last lines of the configuration notecard:

Animation = Enigma 1 | Two Plates | The Plates
Animation = Enigma 2 | Three Plates
Animation = Enigma 4 | Tasty Blood | The Blood

First of all, notice that not all the animations have been listed here. Enigma 3 has been left out on purpose to illustrate the default, and the fact that we don't have to list all the animations, only those we want having props rezzed.

Then notice the structure. We first write Animation =, then the animation name as it shows on the AVsitter menu. Then we write the | separator and next, the name of the set we want to be rezzed when the animation is played. Then optionally we write another | character and after it, the name of the effects we want played. Check for example Enigma 2: It has no effects associated, so the objects won't float and no sound will be played.

Now we drop in the engine's contents, in this order, the configuration notecard, and the script (with permissions for next owner correctly changed).

Once we do this, we have to tell AVsitter that it has to add a button in its [ADJUST] menu so we can access to the controls of the table. We do this by adding this line to the top of the AVpos notecard:

ADJUST [TABLE]|-32410000

We save the notecard, wait for everything to reload, and it's ready to work!

After having read this, we recommend rezzing again the [Black Tulip] Halloween Dinner Table - Finished - AO object and re-reading the section where it explains what the script does and the definitions. All the concepts will be crystal clear in this second iteration, and we'll be ready to write our own configuration notecards.

In the next sections we explain how to use the auxiliary tool, and how to add effects like particles.

The auxiliary tool

Rez the [Black Tulip] Halloween Dinner Table - Empty for AuxTool - AO object, edit it, and drop the three props that we've prepared with the prop script.

Now drop the [Black Tulip] Halloween Prop Rezzer - AUXILIARY TOOL script:

The script is immediately ready to work. Click on it to get a menu that shows all the objects (props) in the contents:

The items are numbered, so we click on the number of the object we want to rez, for example, the number 3:

Notice that the item rezzes in the center of the bounding box of the rezzer object, the table in this case, so it shows under the table. Now we rotate and move it where we want to place it:

and we click on the [SAVE] button. This will save the position and rotation, and also output it in local (nearby) chat:

We proceed similarly with the second item, [SAVE] the data:

And when we have all of them, we can click on the numbers of the menu to make sure that they are where we want them to be. If we're okay with where they are, then we click on the [DUMP] button, which gives us all the lines together:

Now with those values, we can construct our sets in the configuration notecard, place the objects differently and make a new [DUMP] for different positions in other sets, etc.

Adding particles and other effects to our props

If we want to add particles or other effects (for example, texture animation in your own objects), we must set this up before we drop the [Black Tulip] Halloween Rezzer - PROP script in the prop. This script will be the last one to add to our prop.

For example, how would we prepare the "tasty blood" prop so it emits smoke from the wine glass and the soup plate? Rez the unscripted [Black Tulip] Halloween Table Setting - Tasty Blood object, and let's proceed.

Edit the prop, click on Edit linked, then click on the soup plate to select it alone.

Then change the permissions for next owner of the [Black Tulip] Particle Effect Texture - Steam particle texture, and in this order, drop in the soup plate contents:

  • The [Black Tulip] Particle Effect Texture - Steam texture with correct permissions
  • The [Black Tulip] Particle Soup Smoke with Autodelete script

The script self-deletes, so we're left only with the texture:

Now we repeat with the wine glass, but using the [Black Tulip] Particle Wine Smoke with Autodelete script when it's its time. We'll be left with the texture alone, like with the soup:

and if we cam around, we can see that both the soup and the wine glass offer a more cursed appearance:

Both scripts are full perms so you can change the color of the particles, for example. MAKE A COPY OF THEM BEFORE CHANGING ANYTHING. If you break those scripts, we're not responsible of providing with a replacement every time so please: make a copy of them. Now. And work over that copy.

The color can be changed here:

You can change other parameters like the size, the transparency... We're not going to explain particles here, but we invite you to explore our books on the topic at Marketplace:

Once you've set all the effects you want, you can drop the PROP script, take the prop into inventory, and drop it into your engine.

Important: If your objects aren't designed so the center of the bounding box coincides with the place where you want particles to emit, you will need to add an extra prim that will contain the particles texture and where the particles script will be dropped. The sample objects have their bounding boxes correctly set, so no extra prims are needed.

Troubleshooting

No issues reported at the moment.

If after having followed the directions and checked the troubleshooting list, you have problems making the script work, please click here for the customer service form.