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How to avoid amimation permissions popup window in a script

Sinbar Eucken
Registered User
Join date: 17 Jul 2006
Posts: 2
08-06-2006 22:54
Hi,

I'm created an animation and in my script I call my custom animation using:
llStartAnimation("my_animation";);

My script is executed from a touch action on an object.

No matter what I do I still get the popup box asking me if I will allow the animation to run.

How can I avoid having that popup box appear.
Ginge Reymont
Registered User
Join date: 10 Oct 2005
Posts: 190
08-07-2006 02:33
There is no way to bypass it unless you sit on the object, the object needs to gain permissions to animate someone just once per reset it can store permissions for one avatar.. As i believe.
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
08-07-2006 05:44
It is (or should be) possible, as long as the script is only intended to animate the same avatar every time it's used. So if you want this for animating your own avatar only ...


You can do it by using more than one state in the script:

Get the permissions in the default state and when permissions are granted jump to another state which will handle sit, start, stop etc. As long as the script is not reset the permissions granted in the default state will remain true while other states are active.

This will only work properly if the script is intended to animate the same avatar EVERY time it's used.

Anyone else using it will cause a permissions error.

This will even work if you take the object in and out of your inventory, as long as the script is not reset or recompiled it will work. But only for the same avatar that had the permissions granted.

Having said this, animation scripts are highly prone to errors, especially if you log out or teleport while being animated, I've always found it safest to reset the script after stopping the animation. Granting permissions each time is irritating but safer!
_____________________
Geometry is music frozen...
Sinbar Eucken
Registered User
Join date: 17 Jul 2006
Posts: 2
What about HUD attachement?
08-07-2006 07:44
Thanks for the reply. I heard something about put the animation and script in a HUD attachement at root. Then, attach the HUD to the avatar, it won't ask for permission anymore as attach action itself is kind of granting permission. Does anyone have a example? I'm not quite understand how does it work.

I went to a dancing club, and I click on an animator (a furry tail), then my avatar starts dancing. So somehow, they can do it w/o explicitly ask for permission.
Azurei Ash
The Sticky!
Join date: 12 Jan 2006
Posts: 38
08-08-2006 09:14
It's pretty simple. Permissions are automatically granted to scripts in the root prim of an object attached to the avatar or if the avatar is sitting on the object. This is why you can sit on a vehicle and it is able to take your controls without having to bother you by asking. Similarly an attachment worn can animate you without needing to ask permission first.

From: Sinbar Eucken
I went to a dancing club, and I click on an animator (a furry tail), then my avatar starts dancing. So somehow, they can do it w/o explicitly ask for permission.


A furry tail you wore or someone elses? Someone else's furry tail shouldn't be able to animate you without asking permission - unless it acquired your permission previously by asking and has still retained that permission.

One way to get around it could be to have people wear an object that listens for commands to play an animation. The worn object would automatically have permission, and could respond to what it hears from other objects, allowing them to animate the avatar by issuing chat commands on a silent channel. This very quickly becomes a security risk though. :D

~Az