Let’s make a HUD – pt.2 – Fun with essentials
Time to Level Up our Toolkit.
Here we go!!
Let’s start with renaming+shortening some global variables we’re going to be using often in the course of this HUD’s existence.
You should also note that the listen event is now split into 2 sections, the mode-changer section, where a command should change the behaviour of clicking the Mother prim of the HUD; and object rezzer section, where a command will spawn a tool when needed.
Now we can start. >:]
Quick-Access Necessities
Too often do I see people who are forced to spawn a platform on the ground (or any kind of upward-facing surface), simply because it’s the only way to get something out of inventory — and who then have to sit on it and send it up into the sky using manual coordinate entry.
The task of describing that entire process in a sentence alone was more of a hassle than I dare accept.
Why not…
un-complicate the entire procedure by flying freely up to any particular point in a vast and empty sky, type in a short command, and press Stop Flying as you land on the platform directly at your feet?
In the name of Great Logic, let’s learn to do that.
If you have a platform you already like to use, go ahead and toss it into the AggroHUD content section.
Me, I use a plain old flattened box, which I call “platfrm”.
I also use a short walled alternative for when I’m playing with physical stuff I don’t want to fall out of my little playground. Name: “sandbx”.
Here’s the simple rez call required to make floating girders possible:
/13 plat = rez platfrm
/13 sand = rez sandbx
Now, building castles in the sky doesn’t have to be the logistical nightmare it imposed us these last few millennia.
Weaseling your way out of anything
Equally necessary for an acolyte of havoc is the ability to get out of havoc.
If you’re being knocked around by hooligans shelling you with prop launchers (ie: see Lesson 1), or are being attacked by a rogue Goku with a sim-shaking Spirit Bomb, or got hit by the classic “noobRape Gun”; there is no time to waste in getting a defense set up.
I like to use… No Muthaf&(*ing Clip.
Trip out your enemies and laugh in the face of their uberpush lazors.
Startle even the most elite ninjas with mad silence.
Doors? What the hell are those?
Weasel out of anything while riding an NPV (Non Physical Vehicle).
Now, how an NPV works is simply by making a prim (it doesn’t matter what kind) rideable, that is, give it a SitTarget, turn it phantom, and give it movement control overrides with control event handling.
Oh yeah, also make it invisible.
I use an open-source NPV for the npv object, originally made by one very generous and very talented Crooked Shim, who also puts his scripts up for free sharing.
Credit to this part of the lesson, and the HUD, goes to him. I’m just deploying his work.
Omniscience
If you use Phoenix Viewer and/or (I think) Firestorm Viewer, you may go ahead and add my Phx Radar bridge script right into the HUD.
Check out the lesson on the radar’s script if you’re just tuning in.
The Final Must-Have…
I’ll go over the mechanics of the balls some other time.
For now, just make a small sphere and give it the both the swarm bounce script and the killscript (to save you the pain of cleaning up after yourself).
Insert the ball into the HUD contents.
To briefly go over the play-by-play in calling these things out:

/13 ball
sets the mode to spawn balls by the multitude.

On touching our Mother button of the HUD, balls will be birthed continuously for as long as we hold down the click.
But the balls need to know where to be spawned. I use my own position, and spread it out with randomized floats.

Variety is the spice of life. So I like to randomize the ball colours too, just as they spawn. First a value is decided, then the ball is rezzed, then transmit its RBG value via a random channel associated to that one ball (for each one).
Alright, let’s recap.
Mix all following ingredients together:
Plus AggroHUD lesson 2,
to get a grand total of:










