Difference between revisions of "AO Overriding Pose Ball"

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== AO Overrider Pose Ball ==
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Tired of having to turn your animation overrider off and on whenever you want to sit on a poseball? Just drop this script in along with the pose and it will automatically stop your active animations. When you stand up, your AO will still be running and active.
Tired of having to turn your animation overrider off and on whenever you want to sit on a poseball? Just drop this script in along with the pose and it will automatically stop your active animations. When you stand up, your AO will still be running and active.

Revision as of 18:12, 28 November 2007

Tired of having to turn your animation overrider off and on whenever you want to sit on a poseball? Just drop this script in along with the pose and it will automatically stop your active animations. When you stand up, your AO will still be running and active.


//AO Overrider Pose Ball Script V 1.2
//Updated 11/09/2006
//Created by Jesse Barnett
//Edited to check if there is an animation to stop
//and Sit Position is stored in Object Description
//Drop this in a prim along with an animation. Store the sit
//position in the Object description
//Example;          <0.0, 0.0, 1.0>
//If you change this then reset the script by using right
//click/reset for changes to apply immediately. If you forget then it will display
//"reset script" when you sit. Just stand and sit again for changes to take effect


//To see how it works and hear it go through the animations it is stopping, then
//make idebug = TRUE;
integer idebug = FALSE;//if TRUE then llOwnerSay sdebugs
string sdebug;
integer perm;//permissions
string anim2run;//animation in inventory
vector sit_pos;//adjust as needed in object description Example: <0.0, 0.0, 1.0>
list anims2stop;//default or AO sit animation
float sleep = 0.5;//duration of llSleep in seconds

debug(){
	if(idebug == 1)
		llOwnerSay(sdebug);
}

sit_desc_change(){
	if((sit_pos + (vector)llGetObjectDesc()) != (sit_pos* 2))
		llResetScript();
	//This checks to see if the description field matchs the stored position
	else
		llSitTarget(sit_pos, ZERO_ROTATION);
}

stop_anim(){
	integer list_pos = 0;
	integer list_length = llGetListLength(anims2stop);
	sdebug = (string)list_length;
	debug();
	if(list_length > 0){
		while(list_pos < list_length){
			llStopAnimation(llList2String(anims2stop, list_pos));
			sdebug = (string)list_pos;
			debug();
			list_pos++;
		}
	}
}

default{
	state_entry(){
		llSetTouchText("Reset");
		llOwnerSay("Script Reset.");
		anim2run=llGetInventoryName(INVENTORY_ANIMATION,0)    ;
		sit_pos = (vector)llGetObjectDesc();
		sit_desc_change();
		perm=llGetPermissions();
	}

	touch_start(integer num_detected) {
		llResetScript();
	}

	changed(integer change){
		if (change & CHANGED_LINK)
			if (llAvatarOnSitTarget() != NULL_KEY){
				llRequestPermissions(llAvatarOnSitTarget(), PERMISSION_TRIGGER_ANIMATION);
			}

		else{
			perm=llGetPermissions();
			if ((perm & PERMISSION_TRIGGER_ANIMATION) && llStringLength(anim2run)>0)
				llStopAnimation(anim2run);
			llSetAlpha(1.0, ALL_SIDES);
		}
	}
	run_time_permissions(integer perm){
		if (perm & PERMISSION_TRIGGER_ANIMATION)
			anims2stop = [];//Clears the list
		sdebug = "perms granted";
		llStopAnimation("sit");
		llSleep(sleep);//need sleep to give avatar time to cycle from stand
		//to default sit to AO sit
		anims2stop = llGetAnimationList(llAvatarOnSitTarget());
		sdebug = llList2CSV(anims2stop);
		debug();
		stop_anim();//This runs the subroutine up top .
		llSetAlpha(0.0, ALL_SIDES);
		llStartAnimation(anim2run);
		sdebug = "anim2run started";
		debug();
	}
}