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Stop sound on stand? |
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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11-22-2008 09:21
What event gets triggered when someone clicks on the “Stand Up” button? Specifically what I’m trying to figure out is where to put my “llStopSound” to insure that a sound I have started in a script gets stopped when someone ends a poseball animation by standing up.
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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11-22-2008 09:45
Somewhere, your script will probably say something like
CODE changed(integer change) {Alter the relevant section to something on the lines of CODE
Your script may handle the end of the animation a bit differently, possibly by testing for where llAvatarOnSitTarget() == NULL_KEY. However it does it, you want to find that part of the script. |
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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11-22-2008 10:14
ok thanks for the reply. I'm using MLP 2.3f scripts so will use your info to see if I can find where to put the "llStopSound()".
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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11-22-2008 20:35
ok thanks for the reply. I'm using MLP 2.3f scripts so will use your info to see if I can find where to put the "llStopSound()". |
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-03-2009 09:24
Innula is right, but I happened to notice this.
Sounds only last for 10 seconds, so I don't think it's terribly important for them to be cut off immediately when someone stands. Furthermore, the script that knows the sound file name isn't the one that gets the event. It's not even in the same object: the poseball gets it and sends a chat message to a per-poseball script that converts that into an LM for the rest of the system to know about it. Would you want the sound to stop when the first person jumps off, or the last? In any case, this would be a very nontrivial change. Furthermore, if you change MLPV2 scripts, you won't be able to easily upgrade with new releases as features are added and bugs are fixed. I'd consider making it stop any running sound when you hit STOP, but even then, since it only lasts 10 seconds, I hardly see the point. |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-03-2009 15:42
Sounds only last for 10 seconds... ...unless they are played in a loop. See, for example, http://www.lslwiki.net/lslwiki/wakka.php?wakka=llLoopSound |
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-04-2009 07:12
We're talking about MLPV2, which doensn't play sounds in a loop.
So far, nobody has requested that feature. I'm loathe to implement it because of the annoyance it would be likely to cause to close neighbors. |