vector startPos; vector curPos; vector curForce; integer second; default { state_entry() { llSay( 0, "Hello, Avatar! Touch to launch me straight up."); llSetStatus( 1, TRUE ); startPos = < 0, 0, 0 >; } touch_start(integer total_number) { startPos = llGetPos(); curPos = startPos; curForce = < 0, 0, 0 >; second = 0; llSetColor( < 1.0, 0.0, 0.0 > , ALL_SIDES ); // set color to red. float objMass = llGetMass(); float Z_force = 10.2 * objMass; llSetForce( < 0.0, 0.0, Z_force >, FALSE ); llSay( 0, "Force of " + (string)Z_force + " being applied." ); llSetTimerEvent(1); } timer() { second++; curPos = llGetPos(); float curDisplacement = llVecMag( curPos - startPos ); if( ( curDisplacement > 30. ) && // then object is too far away, and ( llGetForce() != < 0.0, 0.0, 0.0 > ) ) // force not already zero, { // then let gravity take over, and change color to green. llSetForce( < 0.0, 0.0, 0.0 >, FALSE ); llSetColor( < 0, 1.0, 0 >, ALL_SIDES ); llSay( 0, "Force removed; object in free flight." ); } if ( second > 19 ) // then time to wrap this up. { // turn object blue and zero force to be safe.... llSetColor( < 0, 0, 1.0 >, ALL_SIDES ); // change color to blue. llSetForce( < 0, 0, 0 >, FALSE ); // ...move object back to starting position... // ...after saving current status of Physics attribute. integer savedStatus = llGetStatus( 1 ); llSetStatus( 1, FALSE ); // turn physics off. while ( llVecDist( llGetPos(), startPos ) > 0.001) { llSetPos( startPos ); } llSetStatus( 1, savedStatus ); // restore Physics status. //...and then turn color to black and Reset the script. llSetColor( < 1, 1, 1 >, ALL_SIDES ); llSetTimerEvent( 0 ); // turn off timer events. llSay( 0, "Done and resetting script." ); llResetScript(); // return object to ready state. } } }