Difference between revisions of "Walker Sound"

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(Created page with "I've seen a lot of these around the grid, I've made this one as efficient as I can. To use it you can just put the script in a prim along with a sound, there is no need to modify…")
 
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I've seen a lot of these around the grid, I've made this one as efficient as I can. To use it you can just put the script in a prim along with a sound, there is no need to modify the script. But if you wanna do it, who's gonna stop ya?
I've seen a lot of these around the grid, I've made this one as efficient as I can. To use it you can just put the script in a prim along with a sound and then attach it to your avatar, there is no need to modify the script. But if you wanna do it, who's gonna stop ya?


<lsl>
<lsl>

Revision as of 13:16, 25 January 2011

I've seen a lot of these around the grid, I've made this one as efficient as I can. To use it you can just put the script in a prim along with a sound and then attach it to your avatar, there is no need to modify the script. But if you wanna do it, who's gonna stop ya?

<lsl> integer walking; string sound;

default {

   on_rez(integer omitted)
   {
       llResetScript();
   }
   
   state_entry()
   {
       sound = llGetInventoryName(INVENTORY_SOUND, 0);
       llSetTimerEvent(0.5);
   }
   
   timer()
   {
       integer info = llGetAgentInfo(llGetOwner());
       if(info & AGENT_WALKING)
       {
           if(walking == FALSE)
           {
               walking = TRUE;
               llLoopSound(sound, 1.0);
           }
       }
       else
       {
           walking = FALSE;
           llStopSound();
       }
   }

} </lsl>