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Multiple Animation AO


DarkEmperor13
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Generally speaking, you would want to maintain a list of potential animations for each given state. This can be done several ways, like a list in the script's memory, or a notecard in the item's inventory which the script will read from (or both depending on how you intend the AO to be used/configured).

Then you would need to decide how it will switch between the different animations. Will the user be able to select it via HUDs/Dialog boxes? Or will the script automatically cycle through the animations after a timer or some other criteria? Either way, the basic approach is to pick from your list and set it as the currently active animation via something like llSetAnimationOverride. When it comes time to cycle to a new animation for that state, simply call llSetAnimationOverride again with a new animation to update it in place.

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