OSSLNPC
From OpenSimulator
(Hi makopoppo. mewtwo0641 added this at my request since it's largely her script that I'm using.) |
m (Robot: Cosmetic changes) |
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=Introduction= | =Introduction= | ||
− | Since 12th August 2011 in the Git master development code branch, OpenSim had provided a number of functions for creating and manipulating NPCs. | + | Since 12th August 2011 in the Git master development code branch, OpenSim had provided a number of functions for creating and manipulating NPCs. These replace the previous functions, that had stopped working by OpenSim 0.7.1.1 (possibly broken since OpenSim 0.6.9). |
The general philosophy in creating these new functions is to | The general philosophy in creating these new functions is to | ||
# Give script writers the simple tools needed to create more sophisticated behaviour. | # Give script writers the simple tools needed to create more sophisticated behaviour. | ||
− | # Avoid duplicating existing LSL and OSSL functions. | + | # Avoid duplicating existing LSL and OSSL functions. For instance, finding out what state an agent is in can be done through llGetAgentInfo() rather than creating a special NPC function. |
− | NPCs are controlled via a script which must be in the same region as the NPC. | + | NPCs are controlled via a script which must be in the same region as the NPC. This could be housed in an attachment that is attached to the avatar. |
− | NPCs created user these scripts cannot leave the region in which they were born. | + | NPCs created user these scripts cannot leave the region in which they were born. If you want region crossing behaviour, please look at the options on the [[NPC]] wiki page. |
− | NPC appearance is saved and loaded by serializing the appearance data structure to a notecard present in the same prim as the script. | + | NPC appearance is saved and loaded by serializing the appearance data structure to a notecard present in the same prim as the script. The required textures should be preserved when an OAR is saved and loaded. |
− | This functionality is at an early stage and method signatures could change, certainly before the release of OpenSim 0.7.2. | + | This functionality is at an early stage and method signatures could change, certainly before the release of OpenSim 0.7.2. However, we hope to avoid this. |
− | =Enabling= | + | = Enabling = |
To use these functions, in the OpenSim.ini file you will need the following config | To use these functions, in the OpenSim.ini file you will need the following config | ||
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# Enabled = true set in the [XEngine] section. | # Enabled = true set in the [XEngine] section. | ||
# AllowOSFunctions = true in the [XEngine] section. | # AllowOSFunctions = true in the [XEngine] section. | ||
− | # OSFunctionThreatLevel = VeryHigh in the [XEngine] section. | + | # OSFunctionThreatLevel = VeryHigh in the [XEngine] section. The functions osAgentSaveAppearance(), osAvatarPlayAnimation() and osAvatarStopAnimation() need this level. If you don't need these functions, then a "High" level will suffice. |
− | =Notes= | + | = Notes = |
− | * When using your avatar to model appearance before saving, you will need to wait a few seconds before invoking any save appearance command. | + | * When using your avatar to model appearance before saving, you will need to wait a few seconds before invoking any save appearance command. This is because appearance saving currently operates on a timer in order to manage multiple appearance updates from the viewer. |
− | * OpenSimulator 0.7.3-rc1 introduces the concept of 'owned' and 'unowned' NPC. | + | * OpenSimulator 0.7.3-rc1 introduces the concept of 'owned' and 'unowned' NPC. An 'owned' NPC is one where only the creating script and other scripts with the same owner can manipulate the NPC. An 'unowned' NPC is one where any script with the right permissions (as defined in the [XEngine] configuration section) can manipulate it. In OpenSimulator 0.7.3, all avatars are 'owned' by default unless otherwise specified in the osNpcCreate() call. |
− | =Sensing= | + | = Sensing = |
In OpenSimulator 0.7.2, LSL sensors will detect NPCs as ordinary agents. | In OpenSimulator 0.7.2, LSL sensors will detect NPCs as ordinary agents. | ||
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default | default | ||
− | { | + | { |
touch_start(integer x) | touch_start(integer x) | ||
{ | { | ||
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You can get NPCs to be detected as AGENTs again using the OS_NPC_SENSE_AS_AGENT option below in osNpcCreate(). | You can get NPCs to be detected as AGENTs again using the OS_NPC_SENSE_AS_AGENT option below in osNpcCreate(). | ||
− | The justification is that detecting NPCs as AGENTs by default may make some scripts unusable (e.g. radars that know nothing about NPCs). | + | The justification is that detecting NPCs as AGENTs by default may make some scripts unusable (e.g. radars that know nothing about NPCs). However, conversely other scripts may not behave as expected if NPCs aren't sensed as agents (e.g. doors that open automatically for avatars would not open for NPCs). |
Please note that this applies only to sensors at this time. | Please note that this applies only to sensors at this time. | ||
− | =Functions= | + | = Functions = |
− | ==Create and Remove== | + | == Create and Remove == |
− | ===[[osNpcCreate]]=== | + | === [[osNpcCreate]] === |
osNpcCreate(string firstname, string lastname, vector position, string cloneFrom):key | osNpcCreate(string firstname, string lastname, vector position, string cloneFrom):key | ||
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If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at [[osNpcCreate]] | If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at [[osNpcCreate]] | ||
− | (OpenSimulator 0.7.3-rc1 onwards only). | + | (OpenSimulator 0.7.3-rc1 onwards only). This creates an NPC that is 'owned' by the creating script and sensed using the OpenSimulator-only NPC flag for sensors. |
− | ===osNpcCreate=== | + | === osNpcCreate === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at [[osNpcCreate]] | If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at [[osNpcCreate]] | ||
− | ===[[osNpcRemove]]=== | + | === [[osNpcRemove]] === |
osNpcRemove(key npc):void | osNpcRemove(key npc):void | ||
− | Remove the given avatar from the region. | + | Remove the given avatar from the region. Example at [[osNpcRemove]]. |
− | ==Get and Set== | + | == Get and Set == |
− | ===osIsNpc=== | + | === osIsNpc === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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Returns TRUE if the given key is an NPC, false otherwise. | Returns TRUE if the given key is an NPC, false otherwise. | ||
− | ===[[osNpcGetRot]]=== | + | === [[osNpcGetRot]] === |
− | Gets the rotation of the avatar. | + | Gets the rotation of the avatar. Only the rotation around the Z plane in Euler rotation (horizontal rotation) has any meaning. |
osNpcGetRot(key npc):rotation | osNpcGetRot(key npc):rotation | ||
− | ===[[osNpcSetRot]]=== | + | === [[osNpcSetRot]] === |
osNpcSetRot(key npc, rotation rot):void | osNpcSetRot(key npc, rotation rot):void | ||
− | Set the rotation of the avatar. | + | Set the rotation of the avatar. Only setting the rotation in the Z plane in Euler rotation will have any meaningful effect (turning the avatar to point in one direction or another). Setting X or Y Euler values will result in the avatar rotating in an undefined manner. |
− | ===[[osNpcGetPos]]=== | + | === [[osNpcGetPos]] === |
osNpcGetPos(key npc):vector | osNpcGetPos(key npc):vector | ||
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Return the current position of the NPC. | Return the current position of the NPC. | ||
− | ===[[osNpcGetOwner]]=== | + | === [[osNpcGetOwner]] === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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osNpcGetOwner(key npc):key | osNpcGetOwner(key npc):key | ||
− | Return the owner of the given NPC (i.e. the owner of the script that created it). | + | Return the owner of the given NPC (i.e. the owner of the script that created it). If the NPC is unowned or the input key does not belong to an NPC then returns NULL_KEY. |
− | ==Movement== | + | == Movement == |
− | ===[[osNpcMoveTo]]=== | + | === [[osNpcMoveTo]] === |
osNpcMoveTo(key npc, vector position):void | osNpcMoveTo(key npc, vector position):void | ||
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An older function that performs an osNpcMoveToTarget() by flying and landing at the target. | An older function that performs an osNpcMoveToTarget() by flying and landing at the target. | ||
− | ===[[osNpcMoveToTarget]]=== | + | === [[osNpcMoveToTarget]] === |
osNpcMoveToTarget(key npc, vector target, int options):void | osNpcMoveToTarget(key npc, vector target, int options):void | ||
− | Move the avatar to a given target over time. | + | Move the avatar to a given target over time. How the avatar will get there depends on the following options. |
− | * OS_NPC_FLY - Fly the avatar to the given position. | + | * OS_NPC_FLY - Fly the avatar to the given position. The avatar will not land unless the OS_NPC_LAND_AT_TARGET option is also given. |
− | * OS_NPC_NO_FLY - Do not fly to the target. | + | * OS_NPC_NO_FLY - Do not fly to the target. The NPC will attempt to walk to the location. If it's up in the air then the avatar will keep bouncing hopeless until another move target is given or the move is stopped |
− | * OS_NPC_LAND_AT_TARGET - If given and the avatar is flying, then it will land when it reaches the target. | + | * OS_NPC_LAND_AT_TARGET - If given and the avatar is flying, then it will land when it reaches the target. If OS_NPC_NO_FLY is given then this option has no effect. |
− | OS_NPC_FLY and OS_NPC_NO_FLY are options that cannot be combined - the avatar will end up doing one or the other. | + | OS_NPC_FLY and OS_NPC_NO_FLY are options that cannot be combined - the avatar will end up doing one or the other. If you want the avatar to fly and land at the target, then OS_NPC_LAND_AT_TARGET must be combined with OS_NPC_FLY. For instance, |
osNpcMoveToTarget(npc, llGetPos() + <9,9,5>, OS_NPC_FLY|OS_NPC_LAND_AT_TARGET); | osNpcMoveToTarget(npc, llGetPos() + <9,9,5>, OS_NPC_FLY|OS_NPC_LAND_AT_TARGET); | ||
− | ===[[osNpcStopMoveToTarget]]=== | + | === [[osNpcStopMoveToTarget]] === |
osNpcStopMoveToTarget(key npc):void | osNpcStopMoveToTarget(key npc):void | ||
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Stop a current move to a target. | Stop a current move to a target. | ||
− | ==Sitting and standing== | + | == Sitting and standing == |
− | ===osNpcSit=== | + | === osNpcSit === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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osNpcSit(key npc, key target, int options):void | osNpcSit(key npc, key target, int options):void | ||
− | Sit an NPC on a prim target. | + | Sit an NPC on a prim target. As yet there are no options, so always input 0. |
− | ===osNpcStand=== | + | === osNpcStand === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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Make an npc stand up. | Make an npc stand up. | ||
− | ==Communication== | + | == Communication == |
− | ===[[osNpcSay]]=== | + | === [[osNpcSay]] === |
osNpcSay(key npc, string message):void | osNpcSay(key npc, string message):void | ||
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Get the NPC to say the given message. | Get the NPC to say the given message. | ||
− | ==Animations== | + | == Animations == |
− | ===osNpcPlayAnimation=== | + | === osNpcPlayAnimation === |
OpenSimulator 0.7.3-rc1 onwards. | OpenSimulator 0.7.3-rc1 onwards. | ||
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osNpcPlayAnimation(key npc, string animation):void | osNpcPlayAnimation(key npc, string animation):void | ||
− | Get an NPC to play an animation. | + | Get an NPC to play an animation. The animation can either be a key or the name of an animation in the same inventory as the script. |
− | ===osNpcStopAnimation=== | + | === osNpcStopAnimation === |
− | In OpenSimulator 0.7.3-rc1 there is a bug which makes this play the animation instead. | + | In OpenSimulator 0.7.3-rc1 there is a bug which makes this play the animation instead. This will be corrected for the final release but in the mean time please use osAvatarStopAnimation() instead. |
osNpcStopAnimation(key npc, string animation):void | osNpcStopAnimation(key npc, string animation):void | ||
− | Get an NPC to stop playing an animation. | + | Get an NPC to stop playing an animation. The animation can either be a key or the name of an animation in the same inventory as the script. |
− | ==Appearance== | + | == Appearance == |
NPC appearance is manipulated by saving and loading appearance data to notecards from the same inventory as the invoking script. | NPC appearance is manipulated by saving and loading appearance data to notecards from the same inventory as the invoking script. | ||
− | ===[[osOwnerSaveAppearance]]=== | + | === [[osOwnerSaveAppearance]] === |
osOwnerSaveAppearance(string notecard):key | osOwnerSaveAppearance(string notecard):key | ||
− | Save the owner's current appearance to a notecard in the prim's inventory. | + | Save the owner'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 owner must be present in the region when this function is invoked. The baked textures for the owner (necessary to recreate appearance on the NPC) are saved permanently. |
− | ===[[osAgentSaveAppearance]]=== | + | === [[osAgentSaveAppearance]] === |
osAgentSaveAppearance(key agentId, string notecard):key | osAgentSaveAppearance(key agentId, string notecard):key | ||
− | Save an arbitrary avatar's appearance to a notecard in the prim's inventory. | + | Save an arbitrary avatar's 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 on the NPC) are saved permanently. |
− | ===[[osNpcSaveAppearance]]=== | + | === [[osNpcSaveAppearance]] === |
osNpcSaveAppearance(key npc, string notecard):key | osNpcSaveAppearance(key npc, string notecard):key | ||
− | Save the NPC's current appearance to a notecard in the prim's inventory. | + | 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. |
− | ===[[osNpcLoadAppearance]]=== | + | === [[osNpcLoadAppearance]] === |
osNpcLoadAppearance(key npc, string notecard):void | osNpcLoadAppearance(key npc, string notecard):void | ||
− | Load appearance from a notecard. | + | Load appearance from a notecard. This notecard must contain appearance data created with one of the save appearance functions. |
− | =Examples= | + | = Examples = |
− | This is a rough example script for most of the current NPC functionality. | + | This is a rough example script for most of the current NPC functionality. Please feel free to improve it. |
<source lang = "lsl"> | <source lang = "lsl"> | ||
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</source> | </source> | ||
− | =Questions/Comments= | + | = Questions/Comments = |
Please leave your questions and comments on [[Talk:OSSLNPC|this article's talk page]]. | Please leave your questions and comments on [[Talk:OSSLNPC|this article's talk page]]. | ||
− | [[Category: | + | [[Category:OSSL Functions]] |
[[Category:Scripting]] | [[Category:Scripting]] |
Revision as of 19:40, 3 March 2012
Contents |
Introduction
Since 12th August 2011 in the Git master development code branch, OpenSim had provided a number of functions for creating and manipulating NPCs. These replace the previous functions, that had stopped working by OpenSim 0.7.1.1 (possibly broken since OpenSim 0.6.9).
The general philosophy in creating these new functions is to
- Give script writers the simple tools needed to create more sophisticated behaviour.
- Avoid duplicating existing LSL and OSSL functions. For instance, finding out what state an agent is in can be done through llGetAgentInfo() rather than creating a special NPC function.
NPCs are controlled via a script which must be in the same region as the NPC. This could be housed in an attachment that is attached to the avatar.
NPCs created user these scripts cannot leave the region in which they were born. If you want region crossing behaviour, please look at the options on the NPC wiki page.
NPC appearance is saved and loaded by serializing the appearance data structure to a notecard present in the same prim as the script. The required textures should be preserved when an OAR is saved and loaded.
This functionality is at an early stage and method signatures could change, certainly before the release of OpenSim 0.7.2. However, we hope to avoid this.
Enabling
To use these functions, in the OpenSim.ini file you will need the following config
- Enabled = true set in the [NPC] section.
- Enabled = true set in the [XEngine] section.
- AllowOSFunctions = true in the [XEngine] section.
- OSFunctionThreatLevel = VeryHigh in the [XEngine] section. The functions osAgentSaveAppearance(), osAvatarPlayAnimation() and osAvatarStopAnimation() need this level. If you don't need these functions, then a "High" level will suffice.
Notes
- When using your avatar to model appearance before saving, you will need to wait a few seconds before invoking any save appearance command. This is because appearance saving currently operates on a timer in order to manage multiple appearance updates from the viewer.
- OpenSimulator 0.7.3-rc1 introduces the concept of 'owned' and 'unowned' NPC. An 'owned' NPC is one where only the creating script and other scripts with the same owner can manipulate the NPC. An 'unowned' NPC is one where any script with the right permissions (as defined in the [XEngine] configuration section) can manipulate it. In OpenSimulator 0.7.3, all avatars are 'owned' by default unless otherwise specified in the osNpcCreate() call.
Sensing
In OpenSimulator 0.7.2, LSL sensors will detect NPCs as ordinary agents.
In OpenSimulator 0.7.3-rc1 onwards, unless otherwise specified, NPCs will only be detected using the OpenSimulator-specific NPC flag, e.g.
//Author: mewtwo0641 list keys = []; key npc; string toucher; key toucherkey; vector toucherPos; integer npc_on = FALSE; default { touch_start(integer x) { toucherkey = llDetectedKey(0); toucherPos = llDetectedPos(0); vector npcPos = llGetPos() + <1,1,1>; if(npc_on == FALSE) { npc = osNpcCreate("Fred", "Flintstone", npcPos, toucherkey); npc_on = TRUE; llSensor("", "", AGENT | NPC, 96.0, PI); //Will always return NPC key regardless of npc create option return; } if(npc_on == TRUE) { osNpcRemove(npc); llResetScript(); } } sensor(integer num) { keys = []; integer i = 0; for(i; i < num; i++) { keys += llDetectedKey(i); } llOwnerSay(llDumpList2String(keys, "\n")); } no_sensor() { keys = []; } }
You can get NPCs to be detected as AGENTs again using the OS_NPC_SENSE_AS_AGENT option below in osNpcCreate().
The justification is that detecting NPCs as AGENTs by default may make some scripts unusable (e.g. radars that know nothing about NPCs). However, conversely other scripts may not behave as expected if NPCs aren't sensed as agents (e.g. doors that open automatically for avatars would not open for NPCs).
Please note that this applies only to sensors at this time.
Functions
Create and Remove
osNpcCreate
osNpcCreate(string firstname, string lastname, vector position, string cloneFrom):key
cloneFrom may be:
- Name of the notecard containing a serialized avatar appearance, or
- Asset UUID of the Notecard, or
- UUID of an avatar logged into the same region. However, please note that this appearance will not be persisted unless osNpcSaveAppearance() is called.
If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at osNpcCreate
(OpenSimulator 0.7.3-rc1 onwards only). This creates an NPC that is 'owned' by the creating script and sensed using the OpenSimulator-only NPC flag for sensors.
osNpcCreate
OpenSimulator 0.7.3-rc1 onwards.
osNpcCreate(string firstname, string lastname, vector position, string cloneFrom, integer options):key
cloneFrom may be:
- Name of the notecard containing a serialized avatar appearance, or
- Asset UUID of the Notecard, or
- UUID of an avatar logged into the same region. However, please note that this appearance will not be persisted unless osNpcSaveAppearance() is called.
integer is a set of flags that may be 0 or one or more of
- OS_NPC_NOT_OWNED - create an unowned NPC.
- OS_NPC_SENSE_AS_AGENT - create an NPC that is sensed as an AGENT with LSL sensors
If the NPC is successfully created, then its UUID is returned, which is required for all subsequent functions. Example is available at osNpcCreate
osNpcRemove
osNpcRemove(key npc):void
Remove the given avatar from the region. Example at osNpcRemove.
Get and Set
osIsNpc
OpenSimulator 0.7.3-rc1 onwards.
osIsNpc(key npc):integer
Returns TRUE if the given key is an NPC, false otherwise.
osNpcGetRot
Gets the rotation of the avatar. Only the rotation around the Z plane in Euler rotation (horizontal rotation) has any meaning.
osNpcGetRot(key npc):rotation
osNpcSetRot
osNpcSetRot(key npc, rotation rot):void
Set the rotation of the avatar. Only setting the rotation in the Z plane in Euler rotation will have any meaningful effect (turning the avatar to point in one direction or another). Setting X or Y Euler values will result in the avatar rotating in an undefined manner.
osNpcGetPos
osNpcGetPos(key npc):vector
Return the current position of the NPC.
osNpcGetOwner
OpenSimulator 0.7.3-rc1 onwards.
osNpcGetOwner(key npc):key
Return the owner of the given NPC (i.e. the owner of the script that created it). If the NPC is unowned or the input key does not belong to an NPC then returns NULL_KEY.
Movement
osNpcMoveTo
osNpcMoveTo(key npc, vector position):void
An older function that performs an osNpcMoveToTarget() by flying and landing at the target.
osNpcMoveToTarget
osNpcMoveToTarget(key npc, vector target, int options):void
Move the avatar to a given target over time. How the avatar will get there depends on the following options.
- OS_NPC_FLY - Fly the avatar to the given position. The avatar will not land unless the OS_NPC_LAND_AT_TARGET option is also given.
- OS_NPC_NO_FLY - Do not fly to the target. The NPC will attempt to walk to the location. If it's up in the air then the avatar will keep bouncing hopeless until another move target is given or the move is stopped
- OS_NPC_LAND_AT_TARGET - If given and the avatar is flying, then it will land when it reaches the target. If OS_NPC_NO_FLY is given then this option has no effect.
OS_NPC_FLY and OS_NPC_NO_FLY are options that cannot be combined - the avatar will end up doing one or the other. If you want the avatar to fly and land at the target, then OS_NPC_LAND_AT_TARGET must be combined with OS_NPC_FLY. For instance,
osNpcMoveToTarget(npc, llGetPos() + <9,9,5>, OS_NPC_FLY|OS_NPC_LAND_AT_TARGET);
osNpcStopMoveToTarget
osNpcStopMoveToTarget(key npc):void
Stop a current move to a target.
Sitting and standing
osNpcSit
OpenSimulator 0.7.3-rc1 onwards.
osNpcSit(key npc, key target, int options):void
Sit an NPC on a prim target. As yet there are no options, so always input 0.
osNpcStand
OpenSimulator 0.7.3-rc1 onwards.
osNpcStand(key npc):void
Make an npc stand up.
Communication
osNpcSay
osNpcSay(key npc, string message):void
Get the NPC to say the given message.
Animations
osNpcPlayAnimation
OpenSimulator 0.7.3-rc1 onwards.
osNpcPlayAnimation(key npc, string animation):void
Get an NPC to play an animation. The animation can either be a key or the name of an animation in the same inventory as the script.
osNpcStopAnimation
In OpenSimulator 0.7.3-rc1 there is a bug which makes this play the animation instead. This will be corrected for the final release but in the mean time please use osAvatarStopAnimation() instead.
osNpcStopAnimation(key npc, string animation):void
Get an NPC to stop playing an animation. The animation can either be a key or the name of an animation in the same inventory as the script.
Appearance
NPC appearance is manipulated by saving and loading appearance data to notecards from the same inventory as the invoking script.
osOwnerSaveAppearance
osOwnerSaveAppearance(string notecard):key
Save the owner'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 owner must be present in the region when this function is invoked. The baked textures for the owner (necessary to recreate appearance on the NPC) are saved permanently.
osAgentSaveAppearance
osAgentSaveAppearance(key agentId, string notecard):key
Save an arbitrary avatar's 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 on the NPC) are saved permanently.
osNpcSaveAppearance
osNpcSaveAppearance(key npc, string notecard):key
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.
osNpcLoadAppearance
osNpcLoadAppearance(key npc, string notecard):void
Load appearance from a notecard. This notecard must contain appearance data created with one of the save appearance functions.
Examples
This is a rough example script for most of the current NPC functionality. Please feel free to improve it.
key npc; default { state_entry() { llListen(10,"",NULL_KEY,""); } listen(integer channel, string name, key id, string msg) { if (msg != "") { if (msg == "create") { osOwnerSaveAppearance("appearance"); npc = osNpcCreate("Jane", "Doe", <115, 165, 23>, "appearance"); } else if (msg == "remove" && npc != NULL_KEY) { osNpcSay(npc, "You will pay for this with your liiiiiivvveeessss!!!....."); osNpcRemove (npc); } else if (msg == "say" && npc != NULL_KEY) { osNpcSay(npc, "I am your worst Nightmare!!!!"); } else if (msg == "move" && npc != NULL_KEY) { osNpcMoveTo(npc, llGetPos() + <9,9,0>); } else if (msg == "movetarget" && npc != NULL_KEY) { osNpcMoveToTarget(npc, llGetPos() + <9,9,5>, OS_NPC_FLY|OS_NPC_LAND_AT_TARGET); } else if (msg == "movetargetnoland" && npc != NULL_KEY) { osNpcMoveToTarget(npc, llGetPos() + <9,9,5>, OS_NPC_FLY); } else if (msg == "movetargetwalk" && npc != NULL_KEY) { osNpcMoveToTarget(npc, llGetPos() + <9,9,0>, OS_NPC_NO_FLY); } else if (msg == "rot" && npc != NULL_KEY) { vector xyz_angles = <0,0,45>; // This is to define a 45 degree change vector angles_in_radians = xyz_angles * DEG_TO_RAD; // Change to Radians rotation rot_xyzq = llEuler2Rot(angles_in_radians); // Change to a Rotation rotation rot = osNpcGetRot(npc); osNpcSetRot(npc, rot * rot_xyzq); } else if (msg == "animate" && npc != NULL_KEY) { osAvatarPlayAnimation(npc, "stabbed+die_2"); llSleep(3); osAvatarStopAnimation(npc, "stabbed+die_2"); } else if (msg == "save" && npc != NULL_KEY) { osNpcSaveAppearance(npc, "appearance"); } else if (msg == "load" && npc != NULL_KEY) { osNpcLoadAppearance(npc, "appearance"); } else if (msg == "clone") { osOwnerSaveAppearance("appearance"); } else if (msg == "stop" && npc != NULL_KEY) { osNpcStopMoveToTarget(npc); } else { llOwnerSay("I don't understand [" + msg + "]"); } } } }
Questions/Comments
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