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Thomas Dashrix

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  1. Hiya, been trying to get all the inventory objects in amovie script to run automatically one after another with out the need to keep touching the movie prim. So they all play one after another to give the impression of a longer movie. I have used code I picked up from the web, but this appears to show the image only and not in the annimated sequence one would expect. My textures were converted by gif_2_SL_animation_v0.6.exe and I put 5 into the prim with this script to try and play them all back one after another automatically as one movie with out the need to touch them. Would apprciate any help on what I am doing wrong witht his one. Have other code where when you click the prim, the movie changes to the next in the sequence. ============================================================================================ integer animOn = TRUE; // Set to FALSE and call initAnim() again to stop the animation. // Effect parameters: (can be put in list together, to make animation have all of said effects) // LOOP - loops the animation // SMOOTH - plays animation smoothly // REVERSE - plays animation in reverse // PING_PONG - plays animation in one direction, then cycles in the opposite direction list effects = [LOOP]; // LOOP for GIF89 movies // Movement parameters (choose one): // ROTATE - Rotates the texture // SCALE - Scales the texture // Set movement to 0 to slide animation in the X direction, without any special movement. integer movement = 0; integer face = ALL_SIDES; // Number representing the side to activate the animation on. integer sideX = 1; // Represents how many horizontal images (frames) are contained in your texture. integer sideY = 1; // Same as sideX, except represents vertical images (frames). float start = 0.0; // Frame to start animation on. (0 to start at the first frame of the texture) float length = 0.0; // Number of frames to animate, set to 0 to animate all frames. float speed = 10.0; // Frames per second to play. Is it possible to make a long continuous movie with llSetTextureAnim to run each automatic? // Call this when you want to change something in the texture animation. initAnim() { if(animOn) { integer effectBits; integer i; for(i = 0; i < llGetListLength(effects); i++) { effectBits = (effectBits | llList2Integer(effects,i)); } integer params = (effectBits|movement); llSetTextureAnim(ANIM_ON|params,face,sideX,sideY, start,length,speed); } else { llSetTextureAnim(0,face,sideX,sideY, start,length,speed); } } fetch() { string texture = llGetInventoryName(INVENTORY_TEXTURE,0); llSetTexture(texture,ALL_SIDES); list data = llParseString2List(texture,[";"],[]); llOwnerSay( llDumpList2String(data ,",")); string X = llList2String(data,1); string Y = llList2String(data,2); string Z = llList2String(data,3); // llOwnerSay("X=" + X + " Y=" + Y + " Z = " + (string) Z); sideX = (integer) X; sideY = (integer) Y; speed = (float) Z; if (speed) initAnim(); } default { state_entry() { fetch(); } changed(integer what) { if (what & CHANGED_INVENTORY) { fetch(); } } }
  2. Hello, trying to remove from my linden home an object. When I do a take it puts a copy in my inv, but remains in the house. Have tried to use the return and delete on it and it is still there. Logged out and back in and it is still there. I am the owner of the item. Any one got any idea how I can get rid of the item please. Regards Thomas Dashrix
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