Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
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12-11-2005 08:21
I realise that this has been asked before, I've read already what had to have been said. However it doesn't work. This is what I have.
default { state_entry() { llSetTimerEvent(10.0); } timer() { llSetTextureAnim(ANIM_ON | PING_PONG | LOOP, ALL_SIDES,2,2,0,0,7.0); } }
The above code only loops the animation repeatedly, without waiting for the timer event to trigger. I understand what it's doing, when it's loaded, or something like that, a timer counts down (or up) from 10 to 0, once it hits it's limit it runs the llSetTextureAnim line, but there it continually loops the animation. I have an idea of what I need though I'm too unfamiliar with the code to know how to go about it. I need the Timer to reset and count down (or up) again after the animation is played, how, exactly, would I go about doing this? X.x;
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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12-11-2005 08:26
Try taking out LOOP from the llSetTextureAnim's parameters. ==Chris
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Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
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12-11-2005 08:36
I did, and now it only animates once when I save the script, moving it etc does nothing. It's stopped on the last blink animation, nothing happening for the past minute or so.
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Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
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12-11-2005 11:30
The easier way to do blinking eyes is to create two or more textures, one with the eyes open, one with them closed and any in-between "frames" you want to use, and put them in the prim or retrive their key. Then the timer event simply switches textures instead of trying to move them. default { state_entry() { llSetTimerEvent(llFrand(8)); //I used llFrand to vary the interval between blinking slightly } timer() { llSetTexture("eyesclosed", 0); llSleep(0.1); llSetTexture("eyesopen", 0); } }
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