The problem is if I give it to a friend we are in the same channel....
Each time I use it it has the permission pop up to ok animation and visa versa for my friend... If I go in and change the channel on mine then the pproblem goes away.
HOW do I get around this with out having to manually change the channel number each time I want someone to have it???
Can the chat channel be random generated or ????? or can the channel be read from a notecard, at least that would be easier... help....
I really don't have that much code experiemce, a novice... and dangerous...
Here is the code....
// Just add this script into a prim with up to 11 dances and touch the prim to start
list attachPoints = [
ATTACH_HUD_TOP_RIGHT,
ATTACH_HUD_TOP_CENTER,
ATTACH_HUD_TOP_LEFT,
ATTACH_HUD_BOTTOM_RIGHT,
ATTACH_HUD_BOTTOM,
ATTACH_HUD_BOTTOM_LEFT
];
string dances;
list dance_buttons;
integer chat_channel = -27;
integer dance_number;
stopAllDances()
{
integer total_dances = llGetInventoryNumber(INVENTORY_ANIMATION);
integer i = 0;
while(i < total_dances)
{
llStopAnimation(llGetInventoryName(INVENTORY_ANIMATION, i++));
}
}
default
{
state_entry()
{
integer total_dances = llGetInventoryNumber(INVENTORY_ANIMATION);
if(total_dances > 11) total_dances = 11;
integer i = 0;
while(i < total_dances)
{
dances = (dances = ""
+ dances + (string)(++i) + " " + llGetInventoryName(INVENTORY_ANIMATION, i) + "\n";dance_buttons = (dance_buttons = []) + dance_buttons + (string)i;
}
dance_buttons = (dance_buttons = []) + dance_buttons + "STOP";
llListen(chat_channel, "", NULL_KEY, ""
;}
touch_start(integer total_number)
{
llDialog(llDetectedKey(0), dances, dance_buttons, chat_channel);
}
listen(integer channel, string name, key id, string message)
{
if(message == "STOP"

dance_number = -1;
else
dance_number = (integer)message - 1;
llRequestPermissions(id, PERMISSION_TRIGGER_ANIMATION);
}
changed(integer change)
{
if(change & CHANGED_INVENTORY)
llResetScript();
}
run_time_permissions(integer perms)
{
if(perms & PERMISSION_TRIGGER_ANIMATION)
{
stopAllDances();
if(dance_number > -1)
{
llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION, dance_number));
}
}
}
}
