Hello avatars!
When you use the default gun hold poses it will switch to the matching default aim pose on mouse look.
I use my own animations but can't figure out how to detect mouse look to change to an aim pose.
Any ideas?
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Detecting Mouse Look |
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Les White
sombish
Join date: 7 Oct 2004
Posts: 163
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02-27-2005 17:41
Hello avatars!
When you use the default gun hold poses it will switch to the matching default aim pose on mouse look. I use my own animations but can't figure out how to detect mouse look to change to an aim pose. Any ideas? |
McWheelie Baldwin
Registered User
![]() Join date: 9 Apr 2004
Posts: 154
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02-28-2005 14:54
While I am not sure if this will work, you could try doing something like this:
CODE
Note that in order for this type of thing to work, you would have to verify that the default aim animations have standardized keys, which you save somewhere. You would also have to make your custom hold and aim animations priority 3 or 4. You would play the default hold anim, then your custom hold would overlay it, since it has a higher priority. Then start a timer that checks for the active animations. When you detect the default aim animation, you would start the custom aim over the top of it. Again, this is just an idea, has not been tested in any way. Anyway, if you have questions, or want clarification on my idea, PM or IM me. McW |
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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03-28-2005 14:29
Wait two days. I believe 1.6 has a method to detect mouselook.
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Kali Dougall
Purple and Spikey
![]() Join date: 5 Feb 2005
Posts: 98
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03-28-2005 15:44
Wait two days. I believe 1.6 has a method to detect mouselook. Indeed. It'll be here: http://secondlife.com/badgeo/wakka.php?wakka=llGetAgentInfo |
Jeffrey Gomez
Cubed™
![]() Join date: 11 Jun 2004
Posts: 3,522
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03-28-2005 16:02
Of course, an easy hack would be a simple llEuler2Rot(llGetRot()); on an attachment. After all, llGetRot() for an agent returns level on one of the axes unless you're in mouselook.
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