OsAvatarPlayAnimation

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|description=This function causes an animation to be played on the specified avatar.  
 
|description=This function causes an animation to be played on the specified avatar.  
  
The variable ''animation'' can be either the name of an animation within the task inventory, or it can be the animation's UUID.
+
The variable ''animation'' must be the name of an animation within the task inventory. For security reasons, UUIDs are not allowed here.
  
 
Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's [http://wiki.secondlife.com/wiki/Internal_Animations built-in animations].
 
Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's [http://wiki.secondlife.com/wiki/Internal_Animations built-in animations].

Revision as of 16:19, 18 February 2014

void osAvatarPlayAnimation(key avatar, string animation)
This function causes an animation to be played on the specified avatar.

The variable animation must be the name of an animation within the task inventory. For security reasons, UUIDs are not allowed here.

Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's built-in animations.

osAvatarPlayAnimation does not perform any security checks or request animation permissions from the targeted avatar.

Threat Level VeryHigh
Permissions No permissions specified
Extra Delay No function delay specified
Example(s)
//Example Usage: 
default { 
  touch_start(integer num) 
  {
    string anim = llGetInventoryName(INVENTORY_ANIMATION, 0);
    osAvatarPlayAnimation(llDetectedKey(0), anim);
  }
}
Notes
When using this function in an object that requires the user to sit on the object (like a chair,or a poseball), you will need to stop the sit animation by including the following snippet:
changed(integer change)
{
  if (change & CHANGED_LINK)
  {
    key user = llAvatarOnSitTarget();
    osAvatarStopAnimation(user, "sit");
    osAvatarPlayAnimation(user, anim);        
  }
}


See Also

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