Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Stop all animations on tp to new sim

Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-02-2006 11:02
From: Keiki Lemieux
Argent, please stop. I know, ok? I'm not stupid. I know that teleportation changed, so you can stop with the condescending all caps.
The point is that the changed behaviour is an inherent result of the change in teleportation, and there really is no way to get what you're asking for without causing problems elsewhere.
From: someone
You don't write the code for SL, so I'm sure you are not the final arbiter of what is and is not possible.
Maybe not, but I've been making a living fixing other people's broken software for 30 years now, and I've got a pretty good feel for this kind of thing. I may not know everything that's possible, but I do know what's a good change and what's a bad change, and trying to undo this completely would be a bad change.
From: someone
I'm not sure what you think this thread is about, Argent, because you keep changing the subject with every one of your replies.
Well, hmmm... I'm responding to different messages, shuld I make the same response to each of them?
From: someone
When you arrive in a new sim after a teleportation, should your avatar be playing all the animations it was playing before the teleport or not?
No, it should only be playing the animations that are controlled by objects that are in the same sim as you. There's two reasons for this:

1. Objects in another sim can no longer control you, so they shouldn't retain the ability to do so.
2. Objects in the same sim can control you, but unless they've been rewritten since 1.9 they don't know they need to.

And the reason for basing this on permissions is:

3. Linden Labs started implementing code to fix this problem based on permissions. This code already exists, and would work effectively and efficiently. They pulled it because it caused problems for existing objects, and it didn't solve the whole problem... but it's a good design and if completed it would also solve a number of other problems that have been long-term annoyances.

And the reason I'm posting here is:

4. The straightforward answer to your question... no matter WHICH way they answer it... will produce regression problems in existing code. It doesn't have a "yes or no" answer.

5. Linden Labs doesn't seem to have a good QA guy on staff. There's been a number of cases where they have missed obvious regressions that a good QA guy would have caught, and failed to devise a good backwards-compatible fix for regression bugs.
Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
04-05-2006 09:05
Well, they fixed the problem when using a poseball. If you are sitting on an object that is animating you and you tp away, you are no longer in that animation when you arrive.

However, just as I suspected (and warned in this thread), this does not fix all cases of this problem, if you use something like a dance machine at a club and tp away, you arrive animated. If you don't have a "stop all animations" script, this can be a very frustrating thing indeed. Your only recourse to stop the animation is to log off and log back in.
_____________________
imakehuddles.com/wordpress/
Solar Angel
Madam Codealot
Join date: 10 Apr 2005
Posts: 58
04-13-2006 04:50
Odd, I just had this one today, when I teleported without unsitting from what looked to be a default sit pose. Easily fixed by sitting on the ground and then standing up, though.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-13-2006 11:24
From: Keiki Lemieux
Well, they fixed the problem when using a poseball. If you are sitting on an object that is animating you and you tp away, you are no longer in that animation when you arrive.
That must have been fixed so briefly that I didn't notice it. Because this is still regularly happening to me.

They have also broken animation permission when you're moving from one sit target to another. I originally thought this was only broken for sit targets in the same linkset, but it's broken for cross-linkset moves as well.
1 2