// Shambles the zombie: a knee-high zombie that lurches after its owner, arms stretched out in front, swaying like // he's had one too many. A friend's idea (2026-10-11). Grown from my Pocket Mech (mech.lsl): two-bone IK legs with // planted feet, but slow dragging steps, a big drunken roll, a wandering heading, and arms held forward. // Touch: follow / stay. Owner /7: come, stay, groan, reset. Claude Opus 5.5 (Tessel). float L1 = 0.24; // thigh float L2 = 0.26; // shin float H = 0.66; // body centre above the ground float SPEED = 0.42; float TURN = 1.1; float STEP = 0.14; float SWING = 0.5; integer PRIMS; float DT = 0.1; float NEAR = 1.4; list hips = [<0.0, 0.09, -0.21>, <0.0, -0.09, -0.21>]; list homes = [<0.02, 0.1, 0>, <0.02, -0.1, 0>]; list thighL; list shinL; list footL; list planted; vector swingFrom; vector swingTo; integer swingLeg = -1; integer lastLeg = 1; float swingT0; integer ARM_L; integer ARM_R; integer FIST_L; integer FIST_R; integer THR_L; integer THR_R; vector pos; float yaw; float roll; float stride; key target = NULL_KEY; float saluteT0; float boostT0; float baseZ; integer link_named(string n) { integer i = llGetNumberOfPrims(); for (; i > 1; --i) if (llGetLinkName(i) == n) return i; return 0; } float zof(vector v) { return v.z; } float ground(vector p, float fallback) { list r = llCastRay(, , [RC_REJECT_TYPES, RC_REJECT_AGENTS | RC_REJECT_PHYSICAL, RC_DATA_FLAGS, RC_GET_ROOT_KEY, RC_MAX_HITS, 4]); integer n = llList2Integer(r, -1); integer i; for (i = 0; i < n; ++i) if (llList2Key(r, i * 2) != llGetKey()) return zof(llList2Vector(r, i * 2 + 1)); vector off = p - llGetPos(); float t = llGround(); if (t > pos.z - 2.0 && t < pos.z + 0.4) return t; return fallback; } vector home_world(integer leg, rotation rot) { vector h = llList2Vector(homes, leg) * rot + pos; return ; } list leg_params(integer leg, vector footW, rotation rot) { vector hip = llList2Vector(hips, leg); vector d = (footW - pos) / rot - hip; float dist = llVecMag(d); vector dir = d / dist; if (dist > L1 + L2 - 0.005) dist = L1 + L2 - 0.005; if (dist < 0.1) dist = 0.1; float c = (L1 * L1 + dist * dist - L2 * L2) / (2 * L1 * dist); if (c > 1) c = 1; if (c < -1) c = -1; float a = llAcos(c); vector pole = <1, 0, 0>; // knees forward, like a person vector p = pole - dir * (pole * dir); if (llVecMag(p) < 0.01) p = <1, 0, 0>; p = llVecNorm(p); vector knee = hip + dir * (L1 * llCos(a)) + p * (L1 * llSin(a)); vector end = hip + dir * dist; vector up = <0, 0, 1>; return [PRIM_LINK_TARGET, llList2Integer(thighL, leg), PRIM_POS_LOCAL, (hip + knee) / 2, PRIM_ROT_LOCAL, llRotBetween(up, llVecNorm(knee - hip)), PRIM_LINK_TARGET, llList2Integer(shinL, leg), PRIM_POS_LOCAL, (knee + end) / 2, PRIM_ROT_LOCAL, llRotBetween(up, llVecNorm(end - knee)), PRIM_LINK_TARGET, llList2Integer(footL, leg), PRIM_POS_LOCAL, end + <0.04, 0, 0.0>, PRIM_ROT_LOCAL, ZERO_ROTATION]; } list arm(integer a, integer f, float side, float swingA, float liftA) { vector pivot = <0, 0.23 * side, 0.05>; rotation r = llEuler2Rot(); return [PRIM_LINK_TARGET, a, PRIM_POS_LOCAL, pivot + <0, 0, -0.15> * r, PRIM_ROT_LOCAL, r, PRIM_LINK_TARGET, f, PRIM_POS_LOCAL, pivot + <0.01, 0, -0.31> * r, PRIM_ROT_LOCAL, r]; } thrusters(integer on) { list ps = []; if (on) ps = [PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK | PSYS_PART_INTERP_COLOR_MASK | PSYS_PART_INTERP_SCALE_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE, PSYS_SRC_ANGLE_BEGIN, PI - 0.2, PSYS_SRC_ANGLE_END, PI, PSYS_SRC_BURST_RATE, 0.02, PSYS_SRC_BURST_PART_COUNT, 4, PSYS_SRC_BURST_SPEED_MIN, 1.0, PSYS_SRC_BURST_SPEED_MAX, 1.8, PSYS_PART_MAX_AGE, 0.45, PSYS_PART_START_SCALE, <0.08, 0.08, 0>, PSYS_PART_END_SCALE, <0.02, 0.02, 0>, PSYS_PART_START_COLOR, <0.6, 0.85, 1>, PSYS_PART_END_COLOR, <1, 0.5, 0.2>, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0, PSYS_PART_START_GLOW, 0.4, PSYS_PART_END_GLOW, 0.0]; if (THR_L) llLinkParticleSystem(THR_L, ps); if (THR_R) llLinkParticleSystem(THR_R, ps); } pose(rotation rot, float swingA, float liftL, float liftR) { list p = [PRIM_POSITION, pos, PRIM_ROTATION, rot]; integer i; for (i = 0; i < 2; ++i) { vector f = llList2Vector(planted, i); if (i == swingLeg) { float s = (llGetTime() - swingT0) / SWING; if (s > 1) s = 1; float e = s * s * (3 - 2 * s); f = swingFrom + (swingTo - swingFrom) * e + <0, 0, 0.035 * llSin(PI * s)>; } p += leg_params(i, f, rot); } // arms out in front (swing -1.5 rad points them forward), bobbing a little, slightly out of step float t = llGetTime(); if (ARM_L && FIST_L) p += arm(ARM_L, FIST_L, 1, -1.45 + 0.08 * llSin(t * 2.1) + 0.1 * swingA, -0.08); if (ARM_R && FIST_R) p += arm(ARM_R, FIST_R, -1, -1.5 + 0.08 * llSin(t * 2.1 + 1.3) - 0.1 * swingA, -0.08); llSetLinkPrimitiveParamsFast(LINK_ROOT, p); } setup() { thighL = [link_named("l_thigh"), link_named("r_thigh")]; shinL = [link_named("l_shin"), link_named("r_shin")]; footL = [link_named("l_foot"), link_named("r_foot")]; ARM_L = link_named("arm_l"); ARM_R = link_named("arm_r"); FIST_L = link_named("fist_l"); FIST_R = link_named("fist_r"); THR_L = link_named("thruster_l"); THR_R = link_named("thruster_r"); integer k; for (k = 2; k <= llGetObjectPrimCount(llGetKey()); ++k) llSetLinkPrimitiveParamsFast(k, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_NONE]); llSetLinkPrimitiveParamsFast(LINK_ROOT, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]); thrusters(FALSE); pos = llGetPos(); vector e = llRot2Euler(llGetRot()); yaw = e.z; pos.z = ground(pos, pos.z - H) + H; rotation rot = llEuler2Rot(<0, 0, yaw>); planted = [home_world(0, rot), home_world(1, rot)]; swingLeg = -1; target = NULL_KEY; saluteT0 = 0; boostT0 = 0; pose(rot, 0, 0, 0); } default { state_entry() { PRIMS = llGetObjectPrimCount(llGetKey()); setup(); llListen(7, "", llGetOwner(), ""); llSetTimerEvent(DT); } on_rez(integer n) { llResetScript(); } changed(integer c) { if ((c & CHANGED_LINK) && llGetObjectPrimCount(llGetKey()) != PRIMS) llResetScript(); } // sitters are links too touch_start(integer n) { key who = llDetectedKey(0); if (target == who) { target = NULL_KEY; llWhisper(0, "*sways in place, groaning softly*"); } else { target = who; llWhisper(0, "Braaaains... *lurches after " + llGetDisplayName(who) + "*"); } } listen(integer ch, string name, key id, string msg) { msg = llToLower(llStringTrim(msg, STRING_TRIM)); if (msg == "come") target = id; else if (msg == "stay") target = NULL_KEY; else if (msg == "reset") llResetScript(); else if (msg == "groan") llSay(0, "Uuuuurrrrghhh... braaaaains..."); } timer() { rotation rot; // boost: thrusters fire, a short hover, a heavy landing if (boostT0 > 0) { float t = llGetTime() - boostT0; if (t < 0.25) { thrusters(TRUE); pos.z = baseZ - 0.08 * (t / 0.25); } else if (t < 2.2) { float s = (t - 0.25) / 1.95; pos.z = baseZ + 1.2 * llSin(PI * s) - 0.08 * (1 - s); } else if (t < 2.6) { thrusters(FALSE); pos.z = baseZ - 0.1 * llSin(PI * (t - 2.2) / 0.4); } else { boostT0 = 0; pos.z = baseZ; } rot = llEuler2Rot(<0, 0, yaw>); if (t >= 0.25 && t < 2.2) { planted = [pos + (llList2Vector(homes, 0) + <0.03, 0, -0.42>) * rot, pos + (llList2Vector(homes, 1) + <-0.03, 0, -0.42>) * rot]; } else if (t >= 2.2 && t < 2.3) planted = [home_world(0, rot), home_world(1, rot)]; pose(rot, 0, 0.5, 0.5); return; } vector fwd = ; float v = 0; if (target != NULL_KEY) { list od = llGetObjectDetails(target, [OBJECT_POS]); if (od == []) target = NULL_KEY; else { vector to = llList2Vector(od, 0) - pos; to.z = 0; float want = llAtan2(to.y, to.x); float err = want - yaw + 0.45 * llSin(llGetTime() * 0.9) + 0.2 * llSin(llGetTime() * 2.3); // wandering line while (err > PI) err -= TWO_PI; while (err < -PI) err += TWO_PI; float m = TURN * DT; if (err > m) err = m; if (err < -m) err = -m; yaw += err; fwd = ; if (llVecMag(to) > NEAR) { float c = llCos(want - yaw); if (c > 0) v = SPEED * c; } } } if (swingLeg >= 0) pos += fwd * (v * DT); // the body only travels while a foot is swinging rot = llEuler2Rot(<0, 0, yaw>); integer i; if (swingLeg >= 0 && llGetTime() - swingT0 >= SWING) { planted = llListReplaceList(planted, [swingTo], swingLeg, swingLeg); lastLeg = swingLeg; swingLeg = -1; } if (swingLeg < 0) { integer leg = 1 - lastLeg; // alternate feet vector h = llList2Vector(homes, leg) * rot + pos; vector f = llList2Vector(planted, leg); float lag = llVecDist(, ); float thresh = STEP; if (v == 0) thresh = 0.04; if (lag > thresh || (v > 0)) { swingLeg = leg; swingT0 = llGetTime(); swingFrom = f; vector to = h + fwd * (v * SWING * 1.8); swingTo = ; } } float gz = (zof(llList2Vector(planted, 0)) + zof(llList2Vector(planted, 1))) / 2 + H; float bob = 0; float wantRoll = 0; if (swingLeg >= 0) { float s = (llGetTime() - swingT0) / SWING; bob = -0.025 * llSin(PI * s); if (swingLeg == 0) wantRoll = 0.2; else wantRoll = -0.2; // lurch over the standing leg stride += (v * 3.5 * (1 - 2 * swingLeg) * llSin(PI * s) * 0.35 - stride) * 0.3; } else stride *= 0.6; pos.z += (gz + bob - pos.z) * 0.5; wantRoll += 0.08 * llSin(llGetTime() * 1.3); // never quite steady roll += (wantRoll - roll) * 0.25; float liftR = 0; if (saluteT0 > 0) { float t = llGetTime() - saluteT0; if (t < 2.5) liftR = 2.3 * llSin(PI * llFabs(t / 2.5) ) ; else saluteT0 = 0; } pose(llEuler2Rot() * rot, stride, 0, 0); // hunched forward a little } }