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archsagesoren

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  1. Interesting. I simply remembered a dance animator I saw in-game that required permission for each dance, and to stop animation, each time. I was rather certain it required permission for the same animation you allowed earlier if you switched back and forth real quick. I didn't have access to its source script, so I can't say with 100% certainty what they did to make that happen, or why. Simple mistake in my use of human memory. Remembered the one occasion and applied it as a rule, which is rarely logically sound. Also, your ideas on the Twister board do seem quite interesting. It reminds me more of how a Twister mod would work in The Sims, with the animation trees and predetermined possible outcomes. Seems less likely to bug out, and allows you to focus more on the visual side rather than the gaming side. It'd be more fun for the people whose games run slowly as well, a timed opportunity to get a circle would be rough on those with older rigs... But those oversights are part of why I'm still just a novice. Really just glad to see other people looking at this; it'd be quite fun in-game if anyone decides to shoulder the rather heavy looking burden of making it.
  2. Now that's informitive! You probably just saved me quite a chunk of time and annoyance with that tidbit.
  3. Well, at this very moment your suggestion fits rather well, can't believe I overlooked that V_V" However, I'd still like to make AFK possible, because we're showing an art gallery at a live exhibition, but nobody from the SecondLife team can make it to the live show to run the tour. We had a bit of a date misunderstanding... In theory, I'd like them never to fall asleep, and if they've been away for something like 5-10 minutes, for the avatar to teleport automatically to the beginning of the gallary. It's this Monday, and the teleport option is little more than an extra last minute idea, so it's not that important. I should be able to puzzle it out from here, probably.
  4. Awesome, thanks for the swift reply! I'm going to have fun with this thing.
  5. Now, I'm not the best scripter out there yet, but here's my two cents. You'll need either animation sets for each general pose of the game, or to be comfortable with forcing contortion of characters in script. Either way, each Circle will need code that tells your character to change their animation, or attatch their body part to it. Each Circle will need an if statement that refuses to let a character attatch to it IF someone else is already on that square. You'll need a Random Number Generator, actually two of them in one machine. One for body parts, and one for colors. Store as currentBody, and currentColor, place results into those variables every time. An exception for forced play would need tossed in if the same number comes up twice in a row, or if that rule is currently in effect. It could be touch based, or timed, depending on your preference. That said, storage variables for each body part that dictate what happen would also be used, and swapped out by spin results that match the body part. The Spinner/Number-Generator would also need to send a message on a silent channel, like 123 or something, with each Circle having a Listen state, to share the info of the turn. You can't change your leg to blue if red was spun! That's how such rules would be implimented. Ultimately, the issue is that since characters are used, not true bodies, nobody will "fall". Another RNG could exist, to make you randomly fall, but that's kinda uncool since Twister is a flexibility/skill game. I suppose you could assign values to each tile used, in a way that you could choose which player positionings are the highest risk poses, and use them as variables to modify the RNG, making it easier to roll a falling number the harder the pose. Seeing as I suck with animations and body moding, and am average at best with scripting, this is all I have. A fall animation, position animations, a few rngs, a difficulty formula based on what should be contortion, and people who are willing to not cheat or grief is what you'll need, plus a good scripter and potentially a good animator, pending. Oh! Almost forgot, you'd probably need a worn item of some sort, to initialize players. And of course, the player will have to authorize the item to animate/deanimate them, which is where cheating becomes a factor. If they refuse the fall animation, they're annoying. Odds are, they'd be asked each turn if they wanted to allow the object to act on them, which could lessen the fun. But hell, I've tried to puzzle it out in English, hopefully give some people a bit of inspiration or a head start, yeah? Or a basis on which to figure how much they want to charge for it.
  6. Does anyone have suggestions/knowledge of how one would go about doing this? I'm thinking that if there's some way to detect if your character is AFK on a worn item, you could theoretically use it to stop the animation. Otherwise I'll have to see if I can hunt down that animation inside any avatar I need to sleep-proof, and kill it. I don't like that idea. Any/all input would be greatly appreciated. Thanks for your time!
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