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Korbie

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Everything posted by Korbie

  1. ok it runs but stops when animation stops and i get moving again it seems to have a idle point then eventualy starts again. Like it isnt in auto play(loop) with the animation. wonkieee hehe
  2. Thank you Rolig and Mayne. I got the script running now! :manlol:
  3. Thank you for the tips hahaha still new to this forum thing, will do better next time on attaching codes and stuff
  4. Thank you for the reply guys, i was also wondering since we are allowed only to use 10 sec wave files can i alter this script to add 2 sound clips to fit in the sound si like to use? If so how should it be?
  5. Hi all, I am trying to create a script that when animation starts it triggers sound clips, similar to a moving vehicle, when the vehicle moves it triggers a sound. I was able to get this script below but it wont work for me, i tried to follow instructions but i am not sure where i made a mistake... string gAnimUUID = "5aed16f9-53ba-57e1-f3cb-2ff36d89343f";//***THIS HAS TO BE INSERTED BY YOU*** string gSound = "";//having a sound in contents will override //---------------------------------- integer gAnimState; //---------------------------------- f_toggle(integer on) { if(on) { string n = llGetInventoryName(INVENTORY_SOUND,0); if(n!="") gSound=n; if(gSound!="") llLoopSound(gSound,1.0); else llOwnerSay("ERROR: No sound defined in script and none in object contents. Without one or the other I cant work."); } else llStopSound(); } //---------------------------------- f_perms() //make it still operate when entering no script areas { if(llGetAttached()) llRequestPermissions(llGetOwner(), PERMISSION_TAKE_CONTROLS); } //============================================================== default { state_entry() { if(llGetAttached())//DEV f_perms(); else llOwnerSay("You must be wearing me for this to operate."); } attach(key id) { f_perms(); } run_time_permissions(integer perm) { if(perm & PERMISSION_TAKE_CONTROLS) { f_toggle(gAnimState=FALSE); llSetTimerEvent(0.444444); } } control(key id, integer pressed, integer change) { //make it still operate when entering no script areas } timer() { if(-1<llListFindList(llGetAnimationList(llGetOwner()), [(key)gAnimUUID])) { if(!gAnimState) f_toggle(gAnimState=TRUE); } else if(gAnimState) f_toggle(gAnimState=FALSE); } }
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