Difference between revisions of "AO Overriding Pose Ball"
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//AO Overrider Pose Ball Script V 1.2 | //AO Overrider Pose Ball Script V 1.2 | ||
//Updated 11/09/2006 | //Updated 11/09/2006 | ||
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} | } | ||
} | } | ||
</ | </lsl> | ||
{{LSLC|Library|AO Overriding Pose Ball}} | {{LSLC|Library|AO Overriding Pose Ball}} |
Revision as of 19:37, 8 December 2007
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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.
<lsl>
//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(); } } </lsl>