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So what's wrong here? llKey2Name no workie for animations?

Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
09-20-2005 21:33
CODE
        list curranims = llGetAnimationList (llGetOwner()) ;
for (i = 0; i < llGetListLength (curranims); i++)
{
key animkey = llList2Key (curranims, i) ;
llOwnerSay (animkey) ;
llOwnerSay (llKey2Name (animkey)) ;
}


I always get blank names from llKey2Name(). But the first, I get the 16-digit key. This is on an attached object on the user, which is trying to determine what (if any) custom animations are playing.

I am confused. What is going on here?

I've tried extracting the key from the list as a string, and then typing it as a key, but same result.
Sean Gorham
Stopped making sense
Join date: 5 Mar 2005
Posts: 229
09-20-2005 22:19
From my read of the wiki, llKey2Name only returns the names of agents, and then only if they're in the same sim as the object running the script.

http://secondlife.com/badgeo/wakka.php?wakka=llKey2Name
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-20-2005 22:25
llKey2Name only works on objects and agents in the current sim. Meaning it will only return the names of objects or agents you know the key of.
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Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
09-20-2005 22:30
It says, "If object or agent id is in the..." So I was hoping that applied to animations. (Though I suppose in SL terms, they aren't the same as prims -- ie: rezzable objects.)

I managed to work around this by keeping track of the current playing animation and then just comparing inventory key with returned keys. Though it doesn't work if the animation isn't set all-clear on permissions, as llGetInventoryKey won't return keys for animations you don't entirely own. Not a big deal for me, but if someone wanted to use their own animations with this and they don't have all-perms then it'll be a problem.. ^_^