phinz Phaeton
Junior Member
Join date: 19 Sep 2003
Posts: 3
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06-23-2004 15:17
Hey
Is there any way to determine when an animation has finished playing?
If animations with full perms you can get the key for the animation start it then check for its key in the llGetAnimationList call.
But for no copy/no mod animations this is not possible as you just get a NULL_KEY.
Any suggestions appreciated, as i want to string a coule of animations togther back to back and I'd rather not time them manually?
Thanks
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Rysidian Rubio
Ruby Red Head
Join date: 14 Jan 2004
Posts: 263
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06-23-2004 20:23
Use a gesture.
i've not played with it much, but I'm pretty sure that with the new gesture system you can set it to play an animation, then wait for it to finish, then play another etc.
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phinz Phaeton
Junior Member
Join date: 19 Sep 2003
Posts: 3
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nice idea
06-23-2004 20:37
Thats a good suggestion, but unfortunately I need programatically determine the animations to play 
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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06-24-2004 07:42
You could use llGetAnimationList in a short timer to see when it stops playing.
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