OsAvatarPlayAnimation

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{|  width="100%" style="border: thin solid black"
 
{|  width="100%" style="border: thin solid black"
 
| colspan="2" align="center" style=background:orange | '''{{SUBPAGENAME}}'''
 
| colspan="2" align="center" style=background:orange | '''{{SUBPAGENAME}}'''
|-
+
|- valign="top"
 
|'''Threat Level''' || High
 
|'''Threat Level''' || High
|-
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|- valign="top"
 
|'''Function Syntax''' || <source lang="lsl">
 
|'''Function Syntax''' || <source lang="lsl">
 
osAvatarPlayAnimation(key avatar, string animation)  
 
osAvatarPlayAnimation(key avatar, string animation)  
 
</source>
 
</source>
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|- valign="top"
 
|'''Example(s)||<source lang="lsl">
 
|'''Example(s)||<source lang="lsl">
 
//Example Usage: default {  
 
//Example Usage: default {  

Revision as of 15:24, 8 June 2011

OsAvatarPlayAnimation
Threat Level High
Function Syntax
osAvatarPlayAnimation(key avatar, string animation)
Example(s)
//Example Usage: default { 
 
    touch_start(integer num) {
      string anim = llGetInventoryName(INVENTORY_ANIMATION, 0);
      osAvatarPlayAnimation(llDetectedKey(0), anim);
  }
 
}

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 UUID of an animation.

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

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