Difference between revisions of "LlGetAnimationList"

From Second Life Wiki
Jump to navigation Jump to search
 
(20 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{LSL_Function
{{LSL_Function
|inject-2={{LSL Function/avatar|avatar|sim=*}}{{Issues/BUG-1731}}
|func_id=266|func_sleep=0.0|func_energy=10.0
|func_id=266|func_sleep=0.0|func_energy=10.0
|func=llGetAnimationList|return_type=list|p1_type=key|p1_name=id
|func=llGetAnimationList|return_type=list|p1_type=key|p1_name=avatar
|func_footnote
|func_footnote
|func_desc
|func_desc
|return_text=of all playing animations for avatar '''id''' by key.
|return_text=of keys of playing animations for {{LSLP|avatar}}.
|spec
|spec
|caveats=*There is no way to get the name of the animations playing.
|caveats=*There is no internal mechanism to get the name of the animations playing.
*Standard animations can be started and stopped by scripts, so the list returned may not accurately reflect the avatar's state. Use [[llGetAgentInfo]] and [[llGetAnimation]] when this matters.
*[[Internal_Animations#Viewer-generated_motions|Some motions are local to the viewer]] and cannot be detected by scripts.
*[[Internal_Animations#User-playable_animations|Animations that are triggered by other animations are local to the viewer]] and cannot be detected by scripts.
|constants
|constants
|examples
|examples=
This example is a bit involved but there aren't many applications for this function.
<source lang="lsl2">//Simple Animation Override for Walk
key old_anim = "6ed24bd8-91aa-4b12-ccc7-c97c857ab4e0";
string new_anim="yoga_float";
integer status;
list check;
key owner;
 
default
{
    state_entry()
    {
        owner = llGetOwner();
        llRequestPermissions(owner, PERMISSION_TRIGGER_ANIMATION);
        check = [old_anim];
    }
   
    run_time_permissions(integer p)
    {
        if(p & PERMISSION_TRIGGER_ANIMATION)
        {
            llSetTimerEvent(0.2);
        }
    }
 
    timer()
    {
        if(llGetAgentInfo(owner) & AGENT_WALKING)
        {
            list anims = llGetAnimationList(owner);
            if(~llListFindList(anims, check))
            {
                status = 1;
                llStartAnimation(new_anim);
                llStopAnimation(old_anim);
            }
        }
        else if(status)
        {
            llStopAnimation(new_anim);
            status = 0;
        }
    }
 
    on_rez(integer p)
    {
        llResetScript();
    }
}</source>
|helpers
|helpers
|also_functions*{{LSLG|llGetAgentInfo}}
|also_functions={{LSL DefineRow||[[llGetAgentInfo]]|Gets the avatar info}}
*{{LSLG|llGetAnimation}}
{{LSL DefineRow||[[llGetAnimation]]|Get the avatar's base animation state}}
{{LSL DefineRow||[[llStartAnimation]]|Start an animation on an avatar}}
{{LSL DefineRow||[[llStopAnimation]]|Stop an animation playing on an avatar}}
|also_events
|also_events
|also_tests
|also_tests
|also_articles
|also_articles
|notes
|notes
|permission
|negative_index
|cat1=Avatar
|cat1=Avatar
|cat2=Animation
|cat2=Animation
|cat3
|cat3
|cat4=Stub
|cat4
}}
}}

Latest revision as of 04:21, 11 November 2016

Summary

Function: list llGetAnimationList( key avatar );
0.0 Forced Delay
10.0 Energy

Returns a list of keys of playing animations for avatar.

• key avatar avatar UUID that is in the same region

Caveats

Examples

This example is a bit involved but there aren't many applications for this function.

//Simple Animation Override for Walk
key old_anim = "6ed24bd8-91aa-4b12-ccc7-c97c857ab4e0";
string new_anim="yoga_float";
integer status;
list check;
key owner;

default
{
    state_entry()
    {
        owner = llGetOwner();
        llRequestPermissions(owner, PERMISSION_TRIGGER_ANIMATION);
        check = [old_anim];
    }
    
    run_time_permissions(integer p)
    {
        if(p & PERMISSION_TRIGGER_ANIMATION)
        {
            llSetTimerEvent(0.2);
        }
    }

    timer()
    {
        if(llGetAgentInfo(owner) & AGENT_WALKING)
        {
            list anims = llGetAnimationList(owner);
            if(~llListFindList(anims, check))
            {
                status = 1;
                llStartAnimation(new_anim);
                llStopAnimation(old_anim);
            }
        }
        else if(status)
        {
            llStopAnimation(new_anim);
            status = 0;
        }
    }

    on_rez(integer p)
    {
        llResetScript();
    }
}

See Also

Functions

•  llGetAgentInfo Gets the avatar info
•  llGetAnimation Get the avatar's base animation state
•  llStartAnimation Start an animation on an avatar
•  llStopAnimation Stop an animation playing on an avatar

Deep Notes

Signature

function list llGetAnimationList( key avatar );