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Need script for Ao

willy Slichter
Registered User
Join date: 2 Jun 2006
Posts: 1
06-23-2006 01:02
Hi i have a sexy walk i want to play in my shoes but i need a script that will play ao in object any body help me please
Caedmon Quinn
Registered User
Join date: 13 Jun 2005
Posts: 7
06-24-2006 10:00
Does it have to be in your shoes? Would putting the walk in a AO HUD be ok. If so there are many free versions out there. I am currently using the ZOAH. I believe I got it at outrider.
Vienna Darling
Registered User
Join date: 11 Jun 2006
Posts: 5
sexy walk .../ao
07-08-2006 16:07
I edited my own /ao...which includes the sexy walk because I got tired of having to be restricted to a few sets of shoes in order to prevent walking like a duck.
Not sure if this is what you are looking for...but just incase...all I did was:
-create a prim [ball]
-drag desired posez/animations into ball.
-create new notecard*
-edit notecard with is script:



// ===============================================================
// Viennas Animation Override (Simple, Fast, Small)
// (c) 2006 Vienna Darling
// ===============================================================
//
// This script should have came with a set of free poses. If not,
// contact Vienna Darling for the full version.
//
// This work is licensed under the
// Creative Commons Attribution-NonCommercial-ShareAlike License.
// To view the full copy of this license, please visit
// http://creativecommons.org/licenses/by-nc-sa/2.0/
//
//
// INSTRUCTIONS
// ---------------------------------------------------------------
// (1) Drag your animation override object to the ground.
// (2) Put your custom animations inside the object that this
// script is inside.
// (3) Edit the lines under the "ANIMATIONS" heading below to
// reflect the names of your animations.
// (4) Save the script and you're done!
// (5) F5 will turn on or reset the override.
// F6 will turn off the override.
// F7 will move to the next stand pose if you are standing.
//
// COMMANDS
// ---------------------------------------------------------------
// Turn overrides on: /1aa on
// /1aa reset
// Turn overrides off: /1aa off
// Go to next stand: /1aa nextstand
// /1aa next stand
// Hide override object: /1aa hide
// Show override object: /1aa show
//
// ANIMATIONS
// ---------------------------------------------------------------
// Put your custom animations here (inside the quotes).

string anim_stand_1 = "Fox Idle Pretty";
string anim_stand_2 = "handstand-legs-apart";
string anim_stand_3 = "waiting";
string anim_stand_4 = "Bridge and Back";
string anim_stand_5 = "handstand legs closed";
string anim_walk = "Walk: Sexy";
string anim_run = "";
string anim_sit = "sitting chair m09";
string anim_sit_ground = "sit ground 1 (hand infront";

// ---------------------------------------------------------------
// You don't need to change anything past here.

// Time to wait in between different stand animations, in seconds.
float stand_time = 38.0;

// Time to wait between override checks, in seconds.
float poll_time = 0.4;

// Constants
integer AA_WALK = 0;
integer AA_RUN = 1;
integer AA_STAND = 2;
integer AA_SIT = 3;
integer AA_SIT_GROUND = 4;
integer AA_IDLE = 5;

// Internal Variables
string current_stand = "";
string last_anim = "";
integer listener = 0;
integer stand_num = 0;
integer anim_state = AA_IDLE;

// Starts listening on channel 1.
startlisten()
{
if (listener != 0)
{
stoplisten();
}
listener = llListen(1, "", llGetOwner(), "";);
}

// Stops listening.
stoplisten()
{
llListenRemove(listener);
listener = 0;
}

// Remove any animations that aren't in the inventory.
scaninventory()
{
// To be added later? *****
}

// Runs whenever script is turned on or reset.
startup()
{
current_stand = anim_stand_1;
stand_num = 0;
anim_state = AA_IDLE;
if (llGetAttached()) // if we're attached...
{
scaninventory();
llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION);
llSetTimerEvent(0.0);
startlisten();
llInstantMessage(llGetOwner(), "Active. For help, type: /1aa help";);
}
}

// Turns off the last animation called - if there was one.
turnofflast(string current)
{
if ((last_anim != "";) && (last_anim != current))
{
llStopAnimation(last_anim);
last_anim = "";
}
}

// Starts a new animation.
startnew(string new)
{
if (last_anim != new)
{
llStartAnimation(new);
last_anim = new;
}
}

// Switches to and plays the next standing animation.
nextstand()
{
stand_num++;
if (stand_num >= 5)
{
stand_num = 0;
}
if (stand_num == 0) { current_stand = anim_stand_1; }
if (stand_num == 1) { current_stand = anim_stand_2; }
if (stand_num == 2) { current_stand = anim_stand_3; }
if (stand_num == 3) { current_stand = anim_stand_4; }
if (stand_num == 4) { current_stand = anim_stand_5; }
if (current_stand == "";)
{
stand_num = 0;
current_stand = anim_stand_1;
}
if (current_stand != "";)
{
turnofflast("";);
startnew(current_stand);
}
llResetTime();
}

default
{
state_entry()
{
startup();
}
state_exit()
{
stoplisten();
if (llGetPermissions() & PERMISSION_TRIGGER_ANIMATION)
{
turnofflast("";);
}
}
attach(key id)
{
if (id != NULL_KEY)
{
startup();
}
}
changed(integer change)
{
if (change & CHANGED_INVENTORY)
{
scaninventory();
}
}
run_time_permissions(integer perm)
{
if (perm & PERMISSION_TRIGGER_ANIMATION)
{
if (anim_stand_1 != "";) { llStopAnimation(anim_stand_1); }
if (anim_stand_2 != "";) { llStopAnimation(anim_stand_2); }
if (anim_stand_3 != "";) { llStopAnimation(anim_stand_3); }
if (anim_stand_4 != "";) { llStopAnimation(anim_stand_4); }
if (anim_stand_5 != "";) { llStopAnimation(anim_stand_5); }
if (anim_walk != "";) { llStopAnimation(anim_walk); }
if (anim_run != "";) { llStopAnimation(anim_run); }
if (anim_sit != "";) { llStopAnimation(anim_sit); }
// Set timers.
llSetTimerEvent(poll_time);
llResetTime();
}
}
listen(integer channel, string name, key id, string message)
{
if (llGetSubString(message, 0, 2) == "aa ";)
{
string cmd = llGetSubString(message, 3, -1);
// Spoken command to turn on/reset script.
if ((cmd == "on";) || (cmd == "reset";))
{
turnofflast("";);
llResetScript();
}
// Spoken command to turn off script.
else if (cmd == "off";)
{
turnofflast("";);
llSetTimerEvent(0.0);
llRequestPermissions(llGetOwner(), FALSE);
llInstantMessage(llGetOwner(), "Disabled.";);
}
// Goes to the next stand - if we're standing.
else if ((cmd == "nextstand";) || (cmd == "next stand";))
{
if (anim_state == AA_STAND)
{
nextstand();
}
}
// Sets the animation override object invisible.
else if (cmd == "hide";)
{
llSetAlpha(0.0, ALL_SIDES);
}
// Sets the animation override object visible.
else if (cmd == "show";)
{
llSetAlpha( 1.0, ALL_SIDES);
}
else if (cmd == "help";)
{
llInstantMessage(llGetOwner(), "| Turn overrides on or reset script: /1aa on";);
llInstantMessage(llGetOwner(), "| Turn overrides off: /1aa off";);
llInstantMessage(llGetOwner(), "| Go to next stand pose: /1aa nextstand";);
llInstantMessage(llGetOwner(), "| Hide override object: /1aa hide";);
llInstantMessage(llGetOwner(), "| Show override object: /1aa show";);
llInstantMessage(llGetOwner(), "| For more information, edit the script in this object.";);
}
}
}
timer()
{
if (llGetPermissions() & PERMISSION_TRIGGER_ANIMATION)
{
// Save the last animation state.
integer anim_last_state = anim_state;
anim_state = AA_IDLE;
// Get the current animation state.
integer flags = llGetAgentInfo(llGetOwner());
if (llGetAnimation(llGetOwner()) == "Running";) { anim_state = AA_RUN; }
else if (flags & AGENT_TYPING) { anim_state = anim_last_state; llResetTime(); }
else if (flags & AGENT_WALKING) { anim_state = AA_WALK; }
else if (flags & AGENT_ON_OBJECT) { anim_state = AA_SIT; }
else if (flags & AGENT_SITTING) { anim_state = AA_SIT_GROUND; }
else if (llGetAnimation(llGetOwner()) == "Standing";) { anim_state = AA_STAND; }
// If we're standing, check to see if we need to move to next stand.
if (anim_state == AA_STAND)
{
if (llGetTime() > stand_time)
{
nextstand();
}
}
// If the new state is different from the last state, then...
if (anim_state != anim_last_state)
{
if (anim_state == AA_WALK)
{
// Walk
turnofflast(anim_walk);
if (anim_walk != "";)
{
startnew(anim_walk);
}
}
if (anim_state == AA_RUN)
{
// Run
turnofflast(anim_run);
if (anim_run != "";)
{
startnew(anim_run);
}
}
if (anim_state == AA_SIT)
{
// Sit
turnofflast(anim_sit);
if (anim_sit != "";)
{
llStopAnimation("sit";);
startnew(anim_sit);
}
}
if (anim_state == AA_SIT_GROUND)
{
// Sit on Ground
turnofflast(anim_sit_ground);
if (anim_sit_ground != "";)
{
llStopAnimation("sit";);
llStopAnimation("sit_ground";);
startnew(anim_sit_ground);
}
}
if (anim_state == AA_STAND)
{
// Stand
turnofflast(anim_stand_1);
if (anim_stand_1 != "";)
{
startnew(anim_stand_1);
current_stand = anim_stand_1;
stand_num = 0;
llResetTime();
}
}
if (anim_state == AA_IDLE)
{
// Turn everything off since we're not in a state
// we're familiar with.
turnofflast("";);
}
}
}
else
{
// We lost animation permission, so just stop the timer.
llSetTimerEvent(0.0);
}
}
}



-edit texture to transparent, and wear*
...hope this helpz*
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