0 Peewee Musytari Posted March 22, 2011 Share Posted March 22, 2011 Not really sure exactly what you are saying, if you do not use an AO & you hold something the default anim would be used, the same for all the other default anims. Link to comment Share on other sites More sharing options...
0 Peewee Musytari Posted March 22, 2011 Share Posted March 22, 2011 Not really sure exactly what you are saying, if you do not use an AO & you hold something the default anim would be used, the same for all the other default anims. Link to comment Share on other sites More sharing options...
0 PeterCanessa Oh Posted March 22, 2011 Share Posted March 22, 2011 The animation is the important thing. After that you just need to put it in a decent AO. There are really only two types of animation script - ones that 'do this' and ones that 'do this and keep checking', the latter being AOs. Then again, if it's a default animation you don't need a script at all. Link to comment Share on other sites More sharing options...
0 Sashiku Kas Posted March 23, 2011 Author Share Posted March 23, 2011 Well you see I want to constantly hold a knapsack that I made. But every time i Teleport it stops animating/ It also stops animating randomly. I am not using an AO. so it cant be that. So what should I do then? Link to comment Share on other sites More sharing options...
0 Peewee Musytari Posted March 23, 2011 Share Posted March 23, 2011 It could be that the animation you are using was set to a low priority when it was uploaded & is being overriden by another anim that has a higher one. https://wiki.secondlife.com/wiki/Animation_Priority Link to comment Share on other sites More sharing options...
0 Sashiku Kas Posted March 23, 2011 Author Share Posted March 23, 2011 So how would i raise the priority to say 2? Or is that not possible? Link to comment Share on other sites More sharing options...
0 Peewee Musytari Posted March 23, 2011 Share Posted March 23, 2011 If its your own anim, just upload it again, setting a higher priority when you do. Link to comment Share on other sites More sharing options...
0 Sashiku Kas Posted March 24, 2011 Author Share Posted March 24, 2011 It's not my own animation. its supposedly a script for the default animations. Link to comment Share on other sites More sharing options...
0 Peewee Musytari Posted March 24, 2011 Share Posted March 24, 2011 Thats the part of your original post that I find slightly confusing, a script doesn`t animate exactly, it tells an animation to run. If your avatar does anything, sit, walk, fly, hold something etc. it will automatically do that action using the default animation unless there is a script telling another animation to override that. So I don`t understand the idea of using a script or anything else to do something that is "default". Link to comment Share on other sites More sharing options...
0 Sashiku Kas Posted March 28, 2011 Author Share Posted March 28, 2011 Here is the script : default { state_entry() { llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION); } run_time_permissions(integer parm) { if(parm == PERMISSION_TRIGGER_ANIMATION) { llStartAnimation("hold_R_handgun"); } } on_rez(integer st) { llResetScript(); } attach(key id) { llStopAnimation("hold_R_handgun"); } } *Sorry it took so long to respond. x_x I'm one busy lil girl. * Link to comment Share on other sites More sharing options...
0 Lear Cale Posted March 28, 2011 Share Posted March 28, 2011 I assume you want this for a worn object, and don't want to replace the AO in the wearer. I'm more familiar with sitting animation scripts, but I do have freebie guitars I made long ago that have a similar problem. Given all the guns we see in SL, I'm sure there's an appropriate solution for this, though i don't know exactly what it is. I do know how AOs work, having mucked with ZHAO-II a bit. Hopefully this wouldn't need to poll as fast as a good AO needs. I'll probably look into this some time this week, but hopefully someone will pop up with a simple answer before then. I'm confident there's a good solution. IIRC, there are public gun scripts somewhere, perhaps in the scripting library. I believe that the only difference between your needs and say, a teddy bear script, would be that you're using an animation with priority 2. Link to comment Share on other sites More sharing options...
0 Sashiku Kas Posted March 29, 2011 Author Share Posted March 29, 2011 Yea, I've been looking all over, and I don't know enough about scripting to edit something like this. I can edit some things but nothing like this. I may eventually just make a new anim I want it to keep animating even if i TP, or walk around without an AO on. Link to comment Share on other sites More sharing options...
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Peewee Musytari
Not really sure exactly what you are saying, if you do not use an AO & you hold something the default anim would be used, the same for all the other default anims.
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