Spider Mycron Posted June 18, 2021 Share Posted June 18, 2021 Hello, how possible to find AO Override script ? when i wear animation i make it won't work until i turn off my AO , so how please i can have my animation work without switching my AO off ? Thanks Link to comment Share on other sites More sharing options...
Spider Mycron Posted June 18, 2021 Author Share Posted June 18, 2021 nevermind found it on wiki // Override the Sit, Stand and Walk animations // 1. place this script and your animations in a prim // 2. edit the animation names in the script to your animation's names // 3. attach the prim to your avatar string gMySit = "chop_sit"; string gMyStand = "FStand _02"; string gMyWalk = "Kort gang F v4.1"; default { attach(key id) { if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS); else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL"); } run_time_permissions(integer perms) { if ( perms & PERMISSION_OVERRIDE_ANIMATIONS ) { llSetAnimationOverride( "Sitting", gMySit); llSetAnimationOverride( "Standing", gMyStand); llSetAnimationOverride( "Walking", gMyWalk); } } } Link to comment Share on other sites More sharing options...
Quistess Alpha Posted June 18, 2021 Share Posted June 18, 2021 If you're not already I highly recommend using your viewer's built-in AO if your viewer of choice has that feature. Making things that magically work with whatever AO someone might be wearing is nearly impossible. being able to turn yours off and on quickly and easily is a must, and not using in-world scripts for your AO is also a big plus. 1 Link to comment Share on other sites More sharing options...
Rowan Amore Posted June 18, 2021 Share Posted June 18, 2021 Or the animations you make would need to be a higher priority than those in your AO. Link to comment Share on other sites More sharing options...
Coffee Pancake Posted June 18, 2021 Share Posted June 18, 2021 37 minutes ago, Quistessa said: If you're not already I highly recommend using your viewer's built-in AO if your viewer of choice has that feature. Viewer based AO's are barely passable under ideal conditions due to round trip latency, once out of the North American sweet spot their practicality plummets and moon walking takes over. A scripted AO using llSetAnimationOverride is the best option. 1 1 Link to comment Share on other sites More sharing options...
Quistess Alpha Posted June 18, 2021 Share Posted June 18, 2021 13 minutes ago, Coffee Pancake said: A scripted AO using llSetAnimationOverride is the best option. It kind of baffles me that the built-in AO doesn't utilize that function somehow. Link to comment Share on other sites More sharing options...
Lucia Nightfire Posted June 19, 2021 Share Posted June 19, 2021 (edited) 20 hours ago, Quistessa said: It kind of baffles me that the built-in AO doesn't utilize that function somehow. It's viewer-based animation starting/stopping fast timed to locomotion change. One big problem with using viewer based AOs is that there is no feedback on locomotion state "claims" or "stakes" like there is when using llSetAnimationOverride() where, say, if one scripted AO is overriding Walking and Running and you wear another scripted attachment that wants to override one of those locomotion states, it can check llGetAnimationOverride() to see if that locomotion state is already in use and/or if an animation in it's inventory is already bound to that locomotion state. Sadly, almost no AO maker that I've seen scripts their AOs to do these checks and instead, just overrides what is actively being used by the other AO instead of informing the wearer they need to disable or detach the other attachment that has already claimed locomotion states in order for the new attachment to work. Edited June 19, 2021 by Lucia Nightfire 1 Link to comment Share on other sites More sharing options...
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