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Blinking Eyes.

Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
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;
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
12-11-2005 08:26
Try taking out LOOP from the llSetTextureAnim's parameters.
==Chris
Luca Ixchel
Registered User
Join date: 7 Dec 2005
Posts: 4
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.
Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
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.

CODE
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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