OsNpcLoadAppearance

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m (Change See Also)
 
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//
 
//
 
// osNpcLoadAppearance Script Exemple
 
// osNpcLoadAppearance Script Exemple
// Authior: djphil
+
// Author: djphil
 
//
 
//
 +
 +
integer total;
  
 
default
 
default
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     state_entry()
 
     state_entry()
 
     {
 
     {
         llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcLoadAppearance usage.");
+
         total = llGetInventoryNumber(INVENTORY_NOTECARD);
         llSay(PUBLIC_CHANNEL, "This will load the appearance of the npc only if the appearance notecard has the same name as the npc.");
+
 
 +
        if (total < 1)
 +
        {
 +
            llSay(PUBLIC_CHANNEL, "The inventory of this primitive must contain at least one appearance notecard for npc.");
 +
         }
 +
       
 +
        else
 +
        {
 +
            llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcLoadAppearance usage.");
 +
        }
 
     }
 
     }
  
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         if (osIsNpc(collider))
 
         if (osIsNpc(collider))
 
         {
 
         {
             string notecard = llKey2Name(collider);
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             integer random = llFloor(llFrand((float)total));
 
+
             string notecard = llGetInventoryName(INVENTORY_ALL, random);
             if (llGetInventoryType(notecard) == INVENTORY_NOTECARD)
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             osNpcLoadAppearance(collider, notecard);
             {
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            osNpcSay(collider, "Wow cool, i have a new appearance now!");
                osNpcLoadAppearance(collider, notecard);
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                osNpcSay(collider, "Wow cool, i have a new appearance now!");
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            }
+
 
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            else
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            {
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                osNpcSay(collider, "Hmmm, no appearance \"" + notecard + "\" in this primitive ...");
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            }
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         }
 
         }
  
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You must create the npc with [[OsNpcCreate]] and the option OS_NPC_NOT_OWNED to allow all others to change the appearance.
 
You must create the npc with [[OsNpcCreate]] and the option OS_NPC_NOT_OWNED to allow all others to change the appearance.
 
}}
 
}}
'''See Also:'''
+
== See Also ==
 
* [[osNpcLoadAppearance]]
 
* [[osNpcLoadAppearance]]
 
* [[osNpcSaveAppearance]]
 
* [[osNpcSaveAppearance]]
 +
* [[osAgentSaveAppearance]]

Latest revision as of 18:51, 5 December 2020

osNpcLoadAppearance(key npc, string notecard)
Load appearance from a notecard. This notecard must contain appearance data created with one of the save appearance functions.
Threat Level High
Permissions ${OSSL|osslNPC}
Extra Delay 0 seconds
Example(s)
//
// osNpcLoadAppearance Script Exemple
// Author: djphil
//
 
integer total;
 
default
{
    state_entry()
    {
        total = llGetInventoryNumber(INVENTORY_NOTECARD);
 
        if (total < 1)
        {
            llSay(PUBLIC_CHANNEL, "The inventory of this primitive must contain at least one appearance notecard for npc.");
        }
 
        else
        {
            llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcLoadAppearance usage.");
        }
    }
 
    collision_start(integer number)
    {
        key collider = llDetectedKey(0);
 
        if (osIsNpc(collider))
        {
            integer random = llFloor(llFrand((float)total));
            string notecard = llGetInventoryName(INVENTORY_ALL, random);
            osNpcLoadAppearance(collider, notecard);
            osNpcSay(collider, "Wow cool, i have a new appearance now!");
        }
 
        else
        {
            llSay(PUBLIC_CHANNEL, "Only NPC's can collide with me and load a new appearance ...");
        }
    }
}
Notes
This function was added in 0.7.2-post-fixes

An important hint: This function works only for the npc owner.
You must create the npc with OsNpcCreate and the option OS_NPC_NOT_OWNED to allow all others to change the appearance.


[edit] See Also

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