Walker Sound: Difference between revisions
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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>