OsNpcCreate
From OpenSimulator
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** The existing osNpcCreate() function without the options field will continue to exist. | ** The existing osNpcCreate() function without the options field will continue to exist. | ||
* From git master commit 3b59af22 on Friday Jan 13 2012 (after the OpenSimulator 0.7.2 release), the avatar created by the existing osNpc* function without the options parameter will create an 'owned' NPC rather than an 'unowned' one. Please see the discussion above for information on these terms. This is a hopefully rare case where the behaviour of an existing function changes slightly. If you continue to need an 'unowned' NPC, please use the OS_NPC_NOT_OWNED option described above. | * From git master commit 3b59af22 on Friday Jan 13 2012 (after the OpenSimulator 0.7.2 release), the avatar created by the existing osNpc* function without the options parameter will create an 'owned' NPC rather than an 'unowned' one. Please see the discussion above for information on these terms. This is a hopefully rare case where the behaviour of an existing function changes slightly. If you continue to need an 'unowned' NPC, please use the OS_NPC_NOT_OWNED option described above. | ||
+ | * Use OS_NPC_SENSE_AS_AGENT option if you would like for the created NPC to be able to be detected via a sensor and want to maintain llSensor() compatibility with type AGENT. | ||
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Revision as of 05:52, 7 July 2012
key osNpcCreate(string firstname, string lastname, vector position, string cloneFrom)
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Threat Level | High |
Permissions | No permissions specified |
Extra Delay | No function delay specified |
Example(s) | |
// touch to create a NPC clone of the toucher in front of this emitter // NPC will move to the toucher, then will greet them. // Touch again to remove the NPC key npc; vector toucherPos; default { touch_start(integer number) { vector npcPos = llGetPos() + <1,0,0>; osAgentSaveAppearance(llDetectedKey(0), "appearance"); // coud use avatar UUID directly in osNpcCreate, but then NPC appearance is not persisted npc = osNpcCreate("ImYour", "Clone", npcPos, "appearance"); toucherPos = llDetectedPos(0); state hasNPC; } } state hasNPC { state_entry() { osNpcMoveTo(npc, toucherPos + <3,0,0>); osNpcSay(npc, "Hi there! My name is " + llKey2Name(npc)); } touch_start(integer number) { osNpcSay(npc, "Goodbye!"); osNpcRemove(npc); npc = NULL_KEY; state default; } } | |
Notes | |
Some more useful info:
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