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hold to aim/mouse-look animation

Green Fate
Social Conundrum
Join date: 5 Dec 2003
Posts: 79
10-19-2004 23:41
Scripting masses,

The automatic OEM animation mouse-look hold to aim toggle - hold_R_handgun flipping to aim_R_handgun when the client enters mouse-look.

Is there a naming convention, event or function that allows us to do this with imported animations? I tried naming my uploaded animations the same as the OEM hold/aim animations. The hold animation plays, but it will not toggle to the aim animation. No workee.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
10-20-2004 00:58
ummm I had a little trouble reading your post.

But if I understand your post correctly. You have a scripted gun, part of the gun script animates the player who is holding the gun. You would like to replace one of the default animation, with an animation of your choosing.

In an attempt to do change the animation, You have removed the standard animations from the primitives innovatory. And then place a new animation in the same primitives innovatory, and then renamed the animation. So your new animation has the name of the old default animation that came with the object.

But after the modification to the primitive innovatory the animation did not change?

If this is the case, are you sure you renamed the animation correctly? Even one small change in the name, would cause the script to fail to find the animation. After the modification, when you enter mouse look mode, Do you get an error message from the script? Some thing about not finding an animation?
Did you chose the right animation?
After the change, did the script give an error message?
If you remove all animations, dose the script still animate?
Did you place the new animation in the properp pritmives innovatory. ( The primitive invitory that contains the script. )