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Problem crossing sim borders in vehicles


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Since you didnt have this problem before the update, I'll assume it's not yopur AOanim having too high a priority, especially as yopu said it happens at the sim crossings...

 

This is a guess ok? But...

 

When you leave one region and enter another, you are basically handed off to a different simulation, the old region bundles up your inv data, script states all that jazz, stuffs it on an asset server then boots you naked bald and ruthed to the destination sregion, that pulls all your stuff from the asset server and decides what if any it shouldrez and attach to you.

 

This horrible process also includes pulling the anims from the servers, It sounds as if you are having a problem where post border, the new region is having trouble getting hold of the anim in the sit positioner script, so it uses the default instead.

 

As to this being cxonnected to the viewer update or just bad luck based on the place you are crossing, I can't say, find a border where this happens and use the 'about viewer' option in the help menu to see what channel the  2 regions are on, Could be simply that you are crossing from an RC channel to Main, or a different RC or vice versa, I know the boating fraternity has had problems based on channel differences before, in the blake sea.

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Old topic, but i figured i'd post here as this was a page that came up when i was researching this sim crossing stuff.

We've been trying to use keyframed motion for a multi sim tour, and were having trouble with avatars standing

up after sim crossings ( when wearing an AO), but the following code seems to work for AO or not... hope this helps someone,

 i've been testing for a while ..i *think* it's all good ... :P

I had to use a "blank" anim ( from MP? ) to get the SetAnimationOverRide to take hold.

( may be posted too soon, not been tested with multiple avi's yet )

changed(integer change)
    {
        if (change & CHANGED_LINK) 
        {
            new =  llGetNumberOfPrims();
            if( new > old)  // new avi has sat, not when someone gets off
            { 
                agent = llGetLinkKey( llGetNumberOfPrims() );
                if (agent)
                {    llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION |  PERMISSION_OVERRIDE_ANIMATIONS ); 
                }      
            }
            old = new;        
        }
        if (change & CHANGED_REGION) 
        {
             integer prims = llGetNumberOfPrims();  
             integer sl;
             for(sl = 1 ; sl < prims; ++sl)
             {   key this =  llAvatarOnLinkSitTarget(sl);
                 if( this != NULL_KEY )
                 {  
                     if (permz &  PERMISSION_TRIGGER_ANIMATION) 
                    {   string anim = llGetAnimationOverride("Sitting");
                        llStopAnimation( anim );          
                        llStartAnimation(anim);  
                            
                    }
                     if (permz & PERMISSION_OVERRIDE_ANIMATIONS) 
                    {    llSetAnimationOverride( "Sitting", "blank");  
                         llSetAnimationOverride( "Sitting", "sit");  
                    }                      
                 }
             } 
         }
    }
     run_time_permissions(integer perm)
    {     permz = perm;
       
        if (permz &  PERMISSION_TRIGGER_ANIMATION) 
        {   string anim = llGetAnimationOverride("Sitting");
            llStopAnimation( anim );          
            llStartAnimation(anim);  
             
        }
         if (permz & PERMISSION_OVERRIDE_ANIMATIONS) 
        {   llSetAnimationOverride( "Sitting", "blank");  
            llSetAnimationOverride( "Sitting", "sit");  
        }
    }

 

Edited by Xiija
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