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Floating text showing active pose

Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
11-22-2006 06:54
ahhhhhh. So you can use if(user) like that. Cool!!!!!!
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From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
11-22-2006 07:26
From: Jesse Barnett
ahhhhhh. So you can use if(user) like that. Cool!!!!!!


Well I belive you can :), any non zero value will be treated as TRUE.
if not then it should be rewritten as

CODE
if(user != NULL_KEY)
Get Bussy
Registered User
Join date: 9 Jul 2006
Posts: 27
11-22-2006 08:49
Thank you very much Newgate.
I tested it and there is one problem. The text say pose name is 1, 2, 3 and so on, and that is probably why it cant find the poses in there and dont work.
To me this sounds like a little problem, but could not fix it myself.
Could anyone please help?
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
11-22-2006 10:26
From: Get Bussy
Thank you very much Newgate.
I tested it and there is one problem. The text say pose name is 1, 2, 3 and so on, and that is probably why it cant find the poses in there and dont work.
To me this sounds like a little problem, but could not fix it myself.
Could anyone please help?


ROFl, well serves me right for using code without really checking it.
The initialise function isnt actually doing what we need!!!

Replace it with this:-

CODE

//This part dynamically gathers all of the animations you've placed in the object for usage later...
initialize()
{
integer x;
list oldAnim;
animNum = llGetInventoryNumber(INVENTORY_ANIMATION);
for (x = 0; x < animNum; x++)
{
string str = llGetInventoryName(INVENTORY_ANIMATION, x);
animations = oldAnim + [str];
oldAnim = animations;
}
}

Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
11-22-2006 10:52
I was just playing with it and if you want to, you could change this:
CODE

if(user)
{
// Change the animation to the newly selected one
ChangeAnimation();
llSay(0, nextAnimation);
}

Then if no one is sitting it will show the text and if someone sits it will say the current pose instead.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Get Bussy
Registered User
Join date: 9 Jul 2006
Posts: 27
11-22-2006 11:32
Perfect

Do you know why a handposition from one pose is not reset, but is also there when going to the next pose?

its only one pose that give me this problem.
Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
11-22-2006 13:23
From: Get Bussy
Perfect

Do you know why a handposition from one pose is not reset, but is also there when going to the next pose?

its only one pose that give me this problem.


Nope, no Idea!!!
May be its a trait of that particular animation?
does it work when used directly via play animation?
Get Bussy
Registered User
Join date: 9 Jul 2006
Posts: 27
11-22-2006 21:01
yes it works on its own, its just a hand position from one pose that remains with the next one, no matter which one that is
1 2