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Lilyanah Demar
Working to make SL my RL
Join date: 15 Apr 2006
Posts: 212
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08-14-2008 09:34
I have a script that when avatar A is kneeling and wears an item that is animated. Then avatar B touches the worn item and gets something from it.. and the item is detached from avatar A. Problem is... when it detaches it stops all animations including the animation previously running. Is there anyway to add a string that would simple stop the worn item?: and not the active animation? The avatar previously kneeling pops up like it is spooked or something... willing to send this script to someone in game to take a look at. We just can't figure it out. Thanks for your help.
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Bloodsong Termagant
Manic Artist
Join date: 22 Jan 2007
Posts: 615
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08-14-2008 09:51
heyas;
normally on detatch there is a stop all animatons routine. i think. wait... you know what? when i take off my fishing rod, it stops my tiny animations, although the scripter told me they don't do a stop all animations in the script.
perhaps it's a built-in thing that happens when something is detached? that would suck.
anyhow, if it IS such a problem as that, you might look into having the animation be in something other than the object being removed. for example, a button on a hud could play the animation, instead of the collar.
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Why Johnny Can't Rotate: http://forums.secondlife.com/showthread.php?t=94705
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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08-14-2008 12:45
Yes, they put in a "feature" for attachments that stops any animations started by that attachment when it is taken off, much like the not-quite-functional unsit hack that was added. Animations can also get clobbered with teleports, even if they should still be running.
It doesn't happen when it might actually be useful (script is unexpectedly stopped but still attached).
One workaround might be to run some kind of kneel-to-stand animation before the detach, to make it less silly looking.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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08-14-2008 13:34
From: Bloodsong Termagant when i take off my fishing rod, it stops my tiny animations, although the scripter told me they don't do a stop all animations in the script. That's a little different, the fishing attachment may be stopping the regular stand before it runs its own stuff, and then when it quits, the AO is caught unaware and doesn't know to kick back in until you move. If your AO supports multiple stands, you might do something like list the same one twice so that it corrects itself (but that, in turn, may interfere with the fishing attachment, try and see what happens!). The coded built into the viewer does at least try to check that the animations were started by the attachment that has been removed before it stops them.
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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
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08-16-2008 02:03
Maybe what was a problem for me once will point to a solution for you, Lilyanah. While animations will be stopped on detach, a timer loop won't. I had that problem with a poseball once where I had lip movements on a timer. When the av stood up, the lip movements continued, so I had to explicitly stop the timer in the script.
Can you perhaps restart the kneeling animation periodically or maybe just on detach of the object?
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