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AO override


Spider Mycron
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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);
        }
    }
}
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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.

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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.

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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 by Lucia Nightfire
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