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Caranorn McLeod
Registered User
Join date: 14 Oct 2006
Posts: 1
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10-28-2006 07:23
With luck, this question has not been asked recently. I usually try to exhaust all possibilities before asking stupid questions, and I think I've come to the end of the line. So here's the question:
I made an object for an avatar to wear, and an animation to go with it. What I would like to do is bind the animation (a priority 4) to the object in such a way that it plays until the object is removed. At this point, it has been uploaded and set it to continuous loop- I just want to put everything into one package.
After observing some of the scripts written into avatar weapon attachments, it appears that the scripts just reference a pre-existing animation rather than carrying their own. Is this the only way I could accomplish my goal, or are there others? Would it prevent the animation from cutting out in high-traffic areas and during the crossing of server boundaries? (Can't remember exactly what those grid-lines are called here.)
Thanks in advance for your help.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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10-28-2006 09:16
The same script as you've seen for the weapons type anims will work, but you need to have your anim in the object's inventory. There are about 50 (it might be 100, I've never actually counted, but it's that sort of a number rather than hundreds) of stock anims, hold_gun, stand, sit, walk (badly) etc.
You can simply change the anim to play to your anim's name put the anim in, attach it and off you go.
Playing a looped anim should continue once you are in a no-script zone (no promises, but it should) because the script isn't doing anything at the time.
Crossing sim borders it shouldn't matter also. That's not to say it won't, but it shouldn't. If the hand off is working smoothly it won't even hiccough as you cross the border, or when you tp.
What you might find causes funny effects is when you start and stop flying, sit and stand etc. Because they trigger a new anim they sometimes kick off and stop higher priority anims incorrectly.
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