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Need script for Ao |
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willy Slichter
Registered User
Join date: 2 Jun 2006
Posts: 1
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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
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Caedmon Quinn
Registered User
Join date: 13 Jun 2005
Posts: 7
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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.
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Vienna Darling
Registered User
Join date: 11 Jun 2006
Posts: 5
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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 != "" ![]() { 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 != "" ![]() if (anim_stand_2 != "" ![]() if (anim_stand_3 != "" ![]() if (anim_stand_4 != "" ![]() if (anim_stand_5 != "" ![]() if (anim_walk != "" ![]() if (anim_run != "" ![]() if (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" ![]() ![]() { 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" ![]() ![]() { 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" ![]() 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" ![]() // 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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