![]() Also, while the object has a texture, the color will effect the "tint" more than the true color. default Note that after "default" all new states begin with the word "state". Here is a look at a minimal program in written in LSL that can loosely be translated as."When I am in the default state, and I am touched, say "Hello World" on channel zero". So the minimum LSL program must have one state with one event in it. One called Touch_start(), will trigger the code in it when the object running the script is touched. Events are not user defined in Second Life but rather predefined in LSL. An event can be thought of as a "Trigger". Minimally a script will have one state, the default state. Many real life objects have "states" and the same can be true for LSL programs. A person can be "hyper", "calm", or "bored". A door can be "open" or "closed" and a light can be "on" or "off". One thing that makes LSL unique is it's heavy emphasis on "States" and "Events". They are written with a built-in editor/compiler which we will access in step 2. Scripts in Second Life are a set of instructions that can be placed inside any object in the world, or any object worn by an avatar, but not inside an avatar. This is the language all scripts in Second LIfe are written in. Presumably this is because there's no way to specify a "walking backwards" animation, so actually moving backwards while your legs are moving forward would look wrong.LSL is the Linden Scripting Language. When this function is used to override the Walking animation, the avatar can no longer walk backward - attempting to do so causes the avatar to turn around.Starting a default animation ("sit" "walk" "fly") with llStartAnimation will not start the Override Animation.Permissions aren't auto granted if you sit on an object asking for PERMISSION_OVERRIDE_ANIMATIONS.Usually this means your avatar will become frozen in place unless you run "Stop Animating My Avatar" from the viewer, so avoid using looping animations for these states.These states are "PreJumping", "Landing", "Soft Landing" and "Standing Up". ![]() Some states are transitional and have undefined behavior if set to continuously looping animations.This is required for correct viewer behavior. State "Sit on Ground" will play the default animation in addition to any override set.Animation overrides survive script reset, script removal, attachment removal, crossing into another region and teleporting, but not relog.If anim is missing from the prim's inventory or it is not an animation then an error is shouted on DEBUG_CHANNEL.For Viewer 3.6.7 and up: If the object is not attached to the permission granter but is in the same region, then Me>Movement>Stop Animating Me will revoke both PERMISSION_TRIGGER_ANIMATION and PERMISSION_OVERRIDE_ANIMATIONS (other permissions will remain).Furthermore even if the script loses the permission (or is derezzed), it will not reset/revert the overridable animations. Once the PERMISSION_OVERRIDE_ANIMATIONS permission is granted there may be no way to revoke it except from inside the script (for example, with a new llRequestPermissions call) or if the script is reset.If the script lacks the permission PERMISSION_OVERRIDE_ANIMATIONS, the script will shout an error on DEBUG_CHANNEL and the operation fails (but the script continues to run).Always use the run_time_permissions event. Do not depend upon the auto-grant status of permissions.When the avatar is stuck on the edge of an object or on top of another avatar. Transition between hovering and forward flight. Note: Animation overrides survive everything, except relog. To run this function the script must request the PERMISSION_OVERRIDE_ANIMATIONS permission with llRequestPermissions.
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