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Overriding 'sit' animations...

Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
10-25-2004 11:20
Just wondering... if I have a physical object (or an object that turns physical when sat upon, such as a vehicle), can I override the 'sit' animations, such that the character will be 'sitting' on the object, but will simply continue to use the normal standing/walking/running/flying animations?

Or will I have to use llTakeControls, and make manual calls to all the basic animations depending on how they move? :D
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-25-2004 11:21
2nd one. You can stop the "sit" animation, but as far as SL is concerned you are still sitting.
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
10-25-2004 11:23
*cries* That's so unfair!!! :(

Hehe... thanks, Al. :D
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- Making everyone's day just a little more surreal -

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Samhain Broom
Registered User
Join date: 1 Aug 2004
Posts: 298
10-25-2004 11:28
Does that mean, that if you have a function that the roleplay would prefer someone standing at the helm of a vehicle such as at the ships wheel that you may remain in a "Standing" anim while actually "in sitting mode" so you can take control of the vehicle?

Or, have any number of positions such as you might imagine Xtreme skijet riders anims might want to appear? IE: Hanging on to the handlebars and semi flying about trying to steer and such? I'm not sure if you are asking that kind of question, but just for info, is that possible?
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Al Bravo
Retired
Join date: 29 Jun 2004
Posts: 373
10-25-2004 11:32
Yes, I have flying vehicles that put you in a standing pose. You can do all kinds of tricks with this. Create a transparent cube, script it to stop sit animation when someone sits on it. Have the cube flip 180. You are now standing on your head. Possibilities are limitless.
Samhain Broom
Registered User
Join date: 1 Aug 2004
Posts: 298
10-25-2004 12:24
Well, don't be surprised when I send you an IM when I'm IW and want to see this standing daredevil anim of yours! :o

I'm looking forward to seeing this! :rolleyes:
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
10-25-2004 12:25
Edit: Or does it use llGetAnimation instead of take controls? I haven't looked into it that far.

Simple enough to adapt Francis Chungs 'Franimator' script for this purpose Cross.
Go to Seefeld 50,10, Ulrika's Werkstadt (if my memory and spelling serve me) for a free copy.

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Link directly to Ulrika's place:
secondlife://Seefeld/50/10/
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-25-2004 19:58
Edit the linden snowboard.
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Rysidian Rubio
Ruby Red Head
Join date: 14 Jan 2004
Posts: 263
10-25-2004 20:57
CODE
changed(integer change)
{
if(change & CHANGED_LINK)
{
key avatar = llAvatarOnSitTarget();
if (avatar == NULL_KEY)
{
return;
}
llStartAnimation("stand"); //or other animation.
llStopAnimation("sit");
}
}