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Showing results for tags 'override'.
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I've been playing around with various HUDs, but with a couple (the ones I actually like the layout of, wouldn't you know), I get a "Could not find animation" error message https://lensdump.com/i/WxnKBm Even though I get this warning, the animations still work fine, but closing out the box gets annoying, and I don't know I to fix it. I can not mod the scripts on ether HUD, as they are no mod. I am using Linden Labs Viewer.
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I am in the process of creating a teleporter for local use on a sim. I have a 10 year old commercial product (the creator left the grid so I can't ask him) which works perfectly but does not have access control. So I decided to make one myself. Anyway, this is how the original product (and my current work) works: Avatar touches a prim (can be linked with other object, like building). Script in prim checks if avatar is authorized and then rezzes a prim to sit on (the beamer). The beamer transports avatar to destination and then self destructs. So far, so good. All this works nicely. I am using a modified version of "warppos" to do the actual teleporting. And here is my problem: If I have a camera hud running, I must hit ESC before sitting on the teleporter. Otherwise the camera will simply not follow the avatar to the teleport destination. Without running a camera hud, everything works fine right away. I did vehicle scripts in the past and never had a problem taking over the camera. My vehicles use llSetCameraParams to setup the camera. I did the same in my teleport script. And yet, for the teleporter I must hit ESC (release the camera to default) before using the teleporter (otherwise my camera settings in the teleporter script are not applied). So the question is: what is the difference between a (non physical) teleporter and a (physical) vehicle? Does the physics allow me to take over the camera (even if user did not hit ESC)? The only difference I can see in my scripts is the fact that the teleporter is non physical and the vehicle is physical. I never thought about it in the past but how does a vehicle script enforce its own camera settings even if the current settings at the time of sitting on the vehicle (from lsl wiki: " Scripted camera parameters will not set for the agent if the last controls they used were their camera controls. Manual camera control will override set parameters too.") are not the defaults? Thanks for any hints on this matter, Wolfe.
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I uploaded a holding object pose at priority 5, which theoretically should make sure it's not overridden by anything. But the pose is still getting overridden whenever I sit, turn, or use poseballs. Why is this? Does it have something to do with the animation only activating when I'm in standing state? How do I set it to override EVERYTHING to make sure my holding object pose is always active? Thanks.