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Override the fallin animation

Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
01-17-2008 01:25
I have been playing with llMoveToTarget for a project im working on (attached object).. problem is every time the thing starts moving it puts me into the default "Falling (flappng arms and legs)" animation -or- the (legs spred, hurdle" animation. I would like to just replace these with the default standing animation but everything I have tried has been a failure.. anyone got a simple solution??
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
01-17-2008 04:26
Might help to know what's been tried that hasn't worked. At first glance, this would seem a lot like another current thread, /54/d9/232368/1.html, except the animating timer would be triggered just while the llMoveToTarget was underway instead of whenever the object is attached. Depending on the rest of the code, it might be clean to use a separate state for the duration of the move.
Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
01-17-2008 10:36
well after many changes to my code ill have to go and re-write a bit of it to show what i tried, lol.. but im thinking my problem might have somethin to do with the priorty of the animation.. i saw a list in the forums that gave the 1-4 rate for each of the default sl animations, but cant find it now can someone drop me a link? ill try and get more info on the things i have tried that failed.. i know its something stupid, lol


well i found my problem with llGetAgentInfo, the AGENT_IN_AIR doesnt relate to falling as i thought it did.. is there more then this below and the wiki & in game editor hasnt been updated?? long shot i guess..

AGENT_ALWAYS_RUN
AGENT_ATTACHMENTS
AGENT_AWAY
AGENT_BUSY
AGENT_CROUCHING
AGENT_FLYING
AGENT_IN_AIR
AGENT_MOUSELOOK
AGENT_ON_OBJECT
AGENT_SCRIPTED
AGENT_SITTING
AGENT_TYPING
AGENT_WALKING
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
01-17-2008 12:50
Bottom of http://www.lslwiki.net/lslwiki/wakka.php?wakka=animation

You might try '(agentInfo & AGENT_IN_AIR) && !(agentInfo & AGENT_FLYING)'. This isn't quite right since it will also be true when you are jumping, but I think it is as close as you can get with llGetAgentInfo(). Maybe that plus a test for the falling animation....

Remember also that if priorities are an issue, you can also stop a playing animation (e.g. 'llStopAnimation("falling";)', if that's the right one). Note that you might have to KEEP stopping it, depending on when and how SL decides to play the animation.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
01-17-2008 14:15
From: Hewee Zetkin

Remember also that if priorities are an issue, you can also stop a playing animation (e.g. 'llStopAnimation("falling";)', if that's the right one). Note that you might have to KEEP stopping it, depending on when and how SL decides to play the animation.

Yep. You need to build a list of the animations that are running and then stop them one at a time before starting the animation you want to play.

Click on the link for my user page in my signature below, then look at my AO Overriding Poseball script. It's not a lot of code and you will be able to see how to build the list and then use a while to stop all playing animations.
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Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
01-17-2008 17:15
ok i thik i got it working as well as it is going to. Hewee gave my brain the kickstart it needed, i never thought to stop the default animations, lol.. what a pita tho, but im happy for now.. well till i screw something that is, lol

thanx everybody