OsNpcSaveAppearance
From OpenSimulator
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(Ooops, it's for the NPCs here not the Agents (scripts replaced)) |
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llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); | llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); | ||
} | } | ||
− | + | ||
collision_start(integer number) | collision_start(integer number) | ||
{ | { | ||
key collider = llDetectedKey(0); | key collider = llDetectedKey(0); | ||
− | + | ||
if (osIsNpc(collider)) | if (osIsNpc(collider)) | ||
{ | { | ||
− | + | key result = osNpcSaveAppearance(collider, (string)collider); | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
if (result && result != NULL_KEY) | if (result && result != NULL_KEY) | ||
{ | { | ||
− | osNpcSay(collider, "Notecard \"" + | + | osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved with success."); |
} | } | ||
else | else | ||
{ | { | ||
− | osNpcSay(collider, "Notecard \"" + | + | osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved without success."); |
} | } | ||
} | } | ||
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integer includeHuds = TRUE; | integer includeHuds = TRUE; | ||
− | + | ||
default | default | ||
{ | { | ||
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llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); | llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); | ||
} | } | ||
− | + | ||
collision_start(integer number) | collision_start(integer number) | ||
{ | { | ||
key collider = llDetectedKey(0); | key collider = llDetectedKey(0); | ||
− | + | ||
if (osIsNpc(collider)) | if (osIsNpc(collider)) | ||
{ | { | ||
− | |||
− | |||
− | |||
− | |||
− | |||
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key result; | key result; | ||
− | + | ||
if (includeHuds == TRUE) | if (includeHuds == TRUE) | ||
{ | { | ||
− | result = osNpcSaveAppearance(collider, | + | result = osNpcSaveAppearance(collider, (string)collider, TRUE); |
} | } | ||
− | + | ||
else | else | ||
{ | { | ||
− | result = osNpcSaveAppearance(collider, | + | result = osNpcSaveAppearance(collider, (string)collider, FALSE); |
} | } | ||
− | + | ||
if (result && result != NULL_KEY) | if (result && result != NULL_KEY) | ||
{ | { | ||
− | osNpcSay(collider, "Notecard \"" + | + | osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved with success."); |
} | } | ||
else | else | ||
{ | { | ||
− | osNpcSay(collider, "Notecard \"" + | + | osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved without success."); |
} | } | ||
} | } | ||
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|additional_info=This function was added in 0.7.2-post-fixes, huds control added in 0.9.2.0 | |additional_info=This function was added in 0.7.2-post-fixes, huds control added in 0.9.2.0 | ||
}} | }} | ||
− | + | == See Also == | |
* [[osNpcLoadAppearance]] | * [[osNpcLoadAppearance]] | ||
* [[osNpcSaveAppearance]] | * [[osNpcSaveAppearance]] | ||
+ | * [[osAgentSaveAppearance]] |
Latest revision as of 18:52, 5 December 2020
key osNpcSaveAppearance(key npc, string notecard)
key osNpcSaveAppearance(key npc, string notecard, integer includeHuds) | |
Save the NPC's current appearance to a notecard in the prim's inventory. This includes body part data, clothing items and attachments. If a notecard with the same name already exists then it is replaced. The avatar must be present in the region when this function is invoked. The baked textures for the avatar (necessary to recreate appearance) are saved permanently. first variant will include huds on the save appearence. Second variant alloes control of that. incluceHuds 1 (TRUE) will include 0(FALSE) will not | |
Threat Level | High |
Permissions | ${OSSL|osslNPC} |
Extra Delay | 0 seconds |
Example(s) | |
// // osNpcSaveAppearance Script Exemple // Author: djphil // default { state_entry() { llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); } collision_start(integer number) { key collider = llDetectedKey(0); if (osIsNpc(collider)) { key result = osNpcSaveAppearance(collider, (string)collider); if (result && result != NULL_KEY) { osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved with success."); } else { osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved without success."); } } else { llSay(PUBLIC_CHANNEL, "Only NPC's can collide with me and save their appearance in a notecard ..."); } } } And with "includeHuds" // // osNpcSaveAppearance Script Exemple // Author: djphil // integer includeHuds = TRUE; default { state_entry() { llSay(PUBLIC_CHANNEL, "Collide a NPC with this primitive to see osNpcSaveAppearance usage."); } collision_start(integer number) { key collider = llDetectedKey(0); if (osIsNpc(collider)) { key result; if (includeHuds == TRUE) { result = osNpcSaveAppearance(collider, (string)collider, TRUE); } else { result = osNpcSaveAppearance(collider, (string)collider, FALSE); } if (result && result != NULL_KEY) { osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved with success."); } else { osNpcSay(collider, "Notecard \"" + (string)collider + "\" saved without success."); } } else { llSay(PUBLIC_CHANNEL, "Only NPC's can collide with me and save their appearance in a notecard ..."); } } } | |
Notes | |
This function was added in 0.7.2-post-fixes, huds control added in 0.9.2.0 |
[edit] See Also
- osNpcLoadAppearance
- osNpcSaveAppearance
- osAgentSaveAppearance