OsNpcCreate

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(clarified clonefrom)
Line 1: Line 1:
 
{{osslfunc
 
{{osslfunc
 
|threat_level=High
 
|threat_level=High
|function_syntax=key osNpcCreate(string firstname, string lastname, vector position, string notecard)
+
|function_syntax=key osNpcCreate(string firstname, string lastname, vector position, string cloneFrom)
 
|ossl_example=<source lang="lsl">
 
|ossl_example=<source lang="lsl">
 
// touch to create a NPC clone of the toucher in front of this emitter
 
// touch to create a NPC clone of the toucher in front of this emitter
Line 16: Line 16:
 
         vector npcPos = llGetPos() + <1,0,0>;
 
         vector npcPos = llGetPos() + <1,0,0>;
 
         osAgentSaveAppearance(llDetectedKey(0), "appearance");
 
         osAgentSaveAppearance(llDetectedKey(0), "appearance");
 +
        // coud use avatar UUID directly in osNpcCreate, but then NPC appearance is not persisted
 
         npc = osNpcCreate("ImYour", "Clone", npcPos, "appearance");
 
         npc = osNpcCreate("ImYour", "Clone", npcPos, "appearance");
 
         toucherPos = llDetectedPos(0);
 
         toucherPos = llDetectedPos(0);

Revision as of 01:53, 17 August 2011

key osNpcCreate(string firstname, string lastname, vector position, string cloneFrom)
  • Creates a NPC(Non Player Character) clone named firstname lastname at position from a target avatar appearance cloneFrom (saved appearance notecard name or UUID, or UUID of an avatar logged into the same region/sim.
Threat Level High
Permissions No permissions specified
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, "Good bye!");
        osNpcRemove(npc);
        npc = NULL_KEY;
        state default;
    }
}
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