================================================================ IMAGE - ZETA GRUG REBRAND | Ozone MiniVerse MAP: http://xoaox.de:7000 | READ ME FIRST ================================================================ By Spax Orion & Dirty Helga | CC BY-NC | Leave attribution intact if you value free software. https://creativecommons.org/licenses/by-nc/4.0/ Royalty free music sourced from https://pixabay.com ================================================================ Project: https://opensimworld.com/library?view=157 Feedback: https://opensimworld.com/post/128163 Developer BLOG: https://opensimliving.blogspot.com/ ================================================================ IMAGE: The Simple (not easy) Drop-In gaming engine. You need ESTATE OWNER with OSSL or this game will not run. For this reason it is not ideal to place this in a STUFF MALL. Shoppers want EASY... this one is maddening if misused. YOU GET THE BEST SUPPORT EVER: THIS NOTECARD AND THE ACCOMPANYING SCRIPTS. THAT IS ALL! YOU HAVE EVERYTHING YOU NEED. Please read everything carefully. Software is offered AS-IS I put a lot of time into commenting the code so anyone can understand what is going on. Reading comprehension skills are essential. This was built on OpenSim 0.9.2.1 YETI RELEASE on Linux with Mono and aims for forward compatibility on newer builds. CONGRATULATIONS HG SAFARI! YOU ARE THE FIRST TO BRING HOME IMAGE: THAT IS THE BAD NEWS! The good news is you can change it and make it your own, IF you follow directions. FIRST, WHEN YOU REZ THE GAME BOARD, SET SCRIPTS TO NOT RUNNING. WHY? This works WHERE IT WAS ORIGINALLY BUILT. Once moved, it needs YOUR coordinates. MAKE SURE HEALTH SYSTEM is active in the region where you decide to put this... AGAIN, READ THE SCRIPTS, THERE IS NO SUPPORT UNLESS YOU WANT TO PAY PROGRAMMER FEES FOR A CUSTOM SETUP. OTHERWISE: Wait for the tutorial where we show you how to build IMAGE YOURSELF. To avoid permission problems from different viewers, try to keep the weapon dispenser prim close to your staging area, wherever you decide to set that. ONLY IF using a tracing weapon. If the weapon prim is too far away, when temp_on_rez, permission may not be sent. WEAPON WILL WORK WITHOUT TRACING USER. You can give the item as a worn attachment, it is invisible and works the same way. If you like pain, place your spawn area outside of the ARENA! Goodbye FEAST MODE! BY THE WAY... I have hidden some useful things in the linkset... ignore them at your own peril. ---------------------------------------------------------------- WHAT IS IN THIS LINKSET ---------------------------------------------------------------- You need 3 PRIMS minimum 1. Start Game - Root Prim - Game engine 2. Scoreboard - Print on Face & DM when touched 3. Arena Hook - Containing weapon and sound relay Root prim (the game controller board) !.IMAGE-Core-Game- <- START HERE. Read this first. There could be other things you might want to change outside of the config area. so READ the ENTIRE SCRIPT. or you might miss something important. Child prim: attract/ ..IMAGE-Module-AttractSign <- neon flicker sign, cosmetic only very simple... Child prim: ga-score/ !.IMAGE-Module-KillBoard <- scoreboard, renders to face 2 top 5 scores only !.IMAGE-Module-KB-EE <- killboard event engine THis prints ALL scores to toucher in direct message. Child prim: gun-disp/ ..IMAGE-Module-WeaponHook <- touch-to-arm entrance hook consequences for not setting correct coordinates here gun-disp/SlugShooter/ <- temp attachment and weapon !.IMAGE-Module-TempGUN <- gun logic, owns permissions this needs to be adjusted as well then put a new SlugShooter in this prim. !.IMAGE-Module-CastRAY <- raycast hit detection SlugShooter/slug/ ..IMAGE-Module-VTracer <- visual bullet tracer gun-disp/orbitSR/ !,IMAGE-Module-OrbitSR <- audio relay (IASR follower) IMAGE expoflare script is hidden, it adds glow and sparkles to a linkset. find it... ---------------------------------------------------------------- REQUIRED READING ORDER ---------------------------------------------------------------- Read these scripts in this order before changing anything: 1. !.IMAGE-Core-Game-v1.0.4 (arenas, landing points, NPC settings, all channels) 2. ..IMAGE-Module-WeaponHook (staging position, rez offsets - must match Core coords) 3. !.IMAGE-Module-TempGUN This is never attached or owned by user permissions must be given for camera and controls. (IASR channel must match Core) 4. !.IMAGE-Module-KillBoard + !.IMAGE-Module-KB-EE (scorecard notecard name, face number) 5. !.IMAGE-Module-CastRAY + ..IMAGE-Module-VTracer (no config usually needed but read them anyway) 6. ..IMAGE-Module-AttractSign (cosmetic only, no coordinates) 7. !,IMAGE-Module-OrbitSR (IASR relay, channel must match Core) IASR = IMAGE Autonomous Sound Relay 8. .IASR prim ia a working sound relay you can place in your arena spectators, players will have orbitSR following for a spatial effect. ---------------------------------------------------------------- COORDINATES YOU MUST UPDATE ---------------------------------------------------------------- Every script that shipped with this game has coordinates set to where it was BUILT. If you do not update these for your location, players may be teleported to another area entirely. Coordinates to change are clearly marked in each script's CONFIGURATION section at the top. In !.IMAGE-Core-Game-v1.0.4, these variables are your priority: LandingPoint <- where game teleport defeated players (staging area) ArenaNE <- northeast corner of your arena rectangle (highest zone +z axis) ArenaSW <- southwest corner of your arena rectangle (lowest zone -z axis) ArenaSpectatorNE / ArenaSpectatorSW <- spectator safe zone Same principal as the Arena ArenaDropFallback <- fallback center for attract mode circle NOTE: If ArenaNE and ArenaSW are both left at <0,0,0>, the arena falls back to a sensor-range radius around the board. 96m This is a valid lazy option for simple setups. LandingPoint has NO fallback. Set it or players teleport to <38,128,3010> which is not what you want. In ..IMAGE-Module-WeaponHook: STAGING_POS <- where players are teleported for weapon staging, then sent to arena drop point when the slug shooter is paired with the user. after permissions In !.IMAGE-Module-TempGUN you will need to set the FALLBACK_DROP_POS <- Where arena drop point goes when ArenaDROP phantom prim not used, ---------------------------------------------------------------- OSSL FUNCTIONS REQUIRED (owner-only permissions) ---------------------------------------------------------------- The following OSSL functions must be enabled for the OWNER of this object in your grid's OpenSim.ini / GridCommon.ini: osNpcCreate osNpcRemove osNpcMoveToTarget osNpcStopMoveToTarget osNpcStand osNpcPlayAnimation osNpcSay osNpcGetPos osIsNpc osGetAvatarList osGetHealth osCauseDamage osCauseHealing osTeleportAgent osLoopSound osStopSound Read the scripts, Human error might have left something out. If any of these are missing or restricted, the game will fail silently or partially. Check your SERVER config files. ---------------------------------------------------------------- CHANNEL REFERENCE (must be consistent across ALL scripts) ---------------------------------------------------------------- CH_IASR_CMD = -733102 (audio relay command channel) CH_CAGE_HIT = -733101 (slug hit attribution feed) EXPO_CH = -777777 (ExpoFlare external toggle lighting) SCORE_MSG_NUM = 9001 (internal linked message) These are set in the CONFIGURATION section of each relevant script. If you change one, change all of them. ---------------------------------------------------------------- NPC APPEARANCE ---------------------------------------------------------------- Grug NPCs are created from the notecard named: .grug This notecard must be in the root prim inventory. It defines the NPC's appearance. Edit it to change what your Grugs look like. NPCS do not travel well through HG, if the monsters do not appear you can easily make your own. Maze grid has tons of monsters to choose from... make something COOL! //============================================== // REWARD FOR READING: // You can get the official build machine! // hop://xoaox.de:7000/Atrius/128/128/3000 // Get your FREE copy and upgrade the scripts // from the Opensimworld Library. ================================================ ---------------------------------------------------------------- HOW THE GAME WORKS (SHORT VERSION) ---------------------------------------------------------------- - Player touches the gun-disp prim ENTER ARENA GET WEAPON They are teleported to STAGING_POS, fitted with weapon. when weapon is fitted, player is sent to arena. - Players touch the game board to get a game mode menu. (Spectators and out-of-arena touches are rejected.) - Player selects FAMINE (3 min), HUNGER (5 min), or FEAST (continuous, ends when no players in arena) - Grugs spawn and hunt the player. Grugs respawn on kill. - A Grug bites a low-health player: teleports them to staging, heals them, scores points for the Grugs. - Player shoots Grugs to score player points. - Killboard tracks top 5 players and total Grug kills. - When killboard touched, all scores are DM to toucher. - Attract mode starts automatically when the arena is idle. Grugs dance in a circle until a player enters. ---------------------------------------------------------------- ATTRIBUTION ---------------------------------------------------------------- IMAGE - IMAGE Matrix Action Game Engine By Spax Orion and Dirty Helga (Ozone MiniVerse) Released under CC BY-NC. Leave the header block intact in all scripts. ================================================================ END OF README // ================================================================