Ozmodius Elswit
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Wow, I love all the different ways to accomplish the same tasks.. I solved it before you all solved it better.. here was my solution. I'm going to go with the last example .. simply because it's much cleaner. Thanks to everyone! integer floater = 2;integer topper = 3;integer myState = 0;float poll = 0.2;key owner;string ani;default{state_entry(){ }attach(key id){ if (id){ owner = id; myState = 0; llSay(0, "Attachment Action"); llSetTimerEvent(poll); } }timer() { ani = llGetAnimation(owner); if(ani == "Walking"){ myState = 1; } if(ani == "Flying"){ myState = 1; } if(ani == "FlyingSlow"){ myState = 1; } if(ani == "Falling Down"){ myState = 1; } if(ani == "Jumping"){ myState = 1; } if(ani == "PreJumping"){ myState = 1; } if(ani == "Taking Off"){ myState = 1; } if(ani == "Walking"){ myState = 1; } if(ani == "Falling Down"){ myState = 1; } if(ani == "CrouchWalking"){ myState = 1; } if(ani == "Crouching"){ myState = 0; } if(ani == "Standing"){ myState = 0; } if(ani == "Sitting"){ myState = 0; } if(ani == "Sitting on Ground"){ myState = 0; } if (myState == 0) { llSetLinkAlpha(topper, 100.0, ALL_SIDES); llSetLinkAlpha(floater, 0.0, ALL_SIDES); return; } if (myState == 1) { llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); return; } }}
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Ok.. not sure why this is happening. But none of my if statements are True at anytime.. I'm not sure how this is. I have llSay in everyone in the timer. I know the timer is running because I've put an llSay before the first if and it spams happily. Any thoughts? integer floater = 2;integer topper = 3;integer myState = 0;float poll = 0.2;key owner;integer buf; default{ attach(key id){ if (id) { owner = id; buf = llGetAgentInfo(owner); llSetTimerEvent(poll); }} state_entry() { } timer() { if (buf == AGENT_FLYING || AGENT_ALWAYS_RUN || AGENT_AUTOPILOT || AGENT_WALKING || AGENT_IN_AIR){ myState = 1; llSay(0,"setting State to 1"); } if (myState == 0) { llSetLinkAlpha(topper, 100.0, ALL_SIDES); llSetLinkAlpha(floater, 0.0, ALL_SIDES); llSay(0, "0"); return; } if (myState == 1) { llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); llSay(0,"1"); return; } }}
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Ok.. another stab at it... I'm now getting a null reference exeption and anyone identify it? integer floater = 2;integer topper = 3;integer myState = 0;float poll = 0.2;key owner = llGetOwner;integer buf; default{ state_entry() { llSetTimerEvent(poll); } timer() { buf = llGetAgentInfo(owner); if (buf == AGENT_FLYING) { myState = 1; return; } if (buf == AGENT_ALWAYS_RUN) { myState = 1; return; } if (buf == AGENT_AUTOPILOT) { myState = 1; return; } if (buf == AGENT_WALKING) { myState = 1; return; } if (buf == AGENT_IN_AIR) { myState = 1; return; } if (myState == 0) { llSetLinkAlpha(topper, 100.0, ALL_SIDES); llSetLinkAlpha(floater, 0.0, ALL_SIDES); return; } if (myState ==1) { llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); return; } }}
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so .. this is what I have so far.... any pointers on what i'm doing wrong? agentState = llGetAgentInfo(llDetectedKey(0)); integer topper = 2 integer floater = 3 default { Switch (agentState) case AGENT_FLYING: llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); Break; case AGENT_ALWAYS_RUN: llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); Break; case AGENT_AUTOPILOT: llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); Break; case AGENT_WALKING: llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); Break; case AGENT_IN_AIR: llSetLinkAlpha(topper, 0.0, ALL_SIDES); llSetLinkAlpha(floater, 100.0, ALL_SIDES); Break; case else: llSetLinkAlpha(topper, 100.0, ALL_SIDES); llSetLinkAlpha(floater, 0.0, ALL_SIDES); }