Script Functions

Linden Animesh script functions:

void llStartObjectAnimation("animation name");

void llStopObjectAnimation("animation name");

list llGetObjectAnimationNames();

This simply returns a list of the objects animations.



OS Functions: void osAvatarStopAnimation(string avatar, string animation); This works the same as in standard OpenSim versions, but accepts a raw animation asset UUID as well as an animation name. So the animation need not be present in the prim inventory. The asset must be present on your grid asset server or stand alone region for the UUID to work.
void osAvatarPlayAnimation(string avatar, string animation); *enhanced* This works the same as in standard OpenSim versions, but accepts a raw animation asset UUID as well as an animation name. So the animation need not be present in the prim inventory. The asset must be present on your grid asset server or stand alone region for the UUID to work.
void osShortSit(LSL_Key user); This will act like a sit, using the object's sit target...  without actually sitting. It is useful as a short-range teleport.   Like instantly putting an avatar on the other side of a door, for instance, if they click on it. LSL_Key osGetBakedTexture(LSL_Key user, int bake);       LSL_Key osGetBakedTexture(LSL_Key user, int bake, LSL_String texturename);       LSL_Key osGetBakedTexture(LSL_Key user, int bake, bool saveininventory);       LSL_Key osGetBakedTexture(LSL_Key user, int bake, bool saveininventory, LSL_String texturename);
// bake 0 = head // bake 1 = upper body // bake 2 = lower body // bake 3 = eyes // bake 4 = skirt // bake 5 = hair

Keeping it real. Keeping it positive. Keep your negative ass outta here. :)

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