You can register a callback with Direction.Outgoing to watch what's
coming out of the client.
Also, AFAIK, the "ChatFromViewer" packet will let you peek into
outgoing chat. Take a look at godmode.cs for a use of said packet.
That being said, I think gesture triggers are intercepted viewer-side
and changed into animations, etc. at that point.

On 7/29/06, Michael Kron (RIT Student) <[EMAIL PROTECTED]> wrote:
Hmm... I don't have much of an opinion about proper email reply decorum, but I 
would like to flagrantly /bump this question.

Btw, is it possible to peek at incoming packets from the client with SLProxy?  
Maybe I could figure out how to build the packet if I could watch what comes 
accross with a manual /wave.  Or another app perhaps?

________________________________

From: [EMAIL PROTECTED] on behalf of Michael Kron (RIT Student)
Sent: Fri 7/28/2006 2:04 PM
To: Development list for libsecondlife
Subject: RE: [libsecondlife-dev] Animations and packets...


I found another way to get the LLUUID for a gesture, though I can't be sure its correct.  If you go 
to the properties of the gesture in your inventory, there is a "copy ID" option, or 
somethign along those lines.  If you do that and then paste it somewhere, it prints it out as a 
string like "04608b19-1668-399c-5790-b7df8d9dc9cf".

I took a look at the LLUUID constructor that takes a string, and it looks like 
that ID should be valid.  Buuuuut, I tried injecting a packet with that in it, 
and I am not yet getting any animations fired =(

I filled out the packet like so:

Sender
-ID- ( the sessionInformation.agentID )

AnimationList Variable
-AnimID- ( the ID I got from copy/pasting )
-StartAnim- ( true )

I then sent it to the builder with AgentAnimation as the name, and injected it. 
 No dice.  I should note though, that I'm doing this from an edited ChatConsole 
project, within the ReadFromConsole() method.  I just wanted to see if I could 
get a wave to follow the chat message.

I noticed though, that the animation I'm using is technically a gesture.  Is 
there a difference between gestures and animations?  Can I only fire animations 
with this packet?  There's another save/load gesture section further down in 
the protocall, with an ActivateGestures packet, but somehow I'm guessing that 
isn't what I want...  Anyone see anything patently silly about the way I'm 
trying to do this?

Thanks again,
Mike

________________________________

From: [EMAIL PROTECTED] on behalf of John Hurliman
Sent: Thu 7/27/2006 2:33 PM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] Animations and packets...



Michael Kron (RIT Student) wrote:
>
> Hello again,
>
> So I thought I'd take John's advice and start looking into SLProxy, as that 
does seem like what would be simplest for this project.  After some inital 
trouble, I got it going and I found the ReadFromConsole() method in the 
ChatConsole project. I also found the protocol.txt.
>
> I took a look at the chatpacket blocks being built.  And I took a look at the 
ChatFromViewer packet format.  And I let out a big "OOOOooooohhhh."  Now the 
organization of blocks and fields makes sense to me.
>
> So I'm finally seeing how I might do this.  But I do have a couple questions, if anyone has a 
moment.  In AgentAnimation, there are a couple LLUUIDs, one for the sender, and one for the AnimID.  
I'm not sure what the sender represents, is this for cases when someone or something in the world 
forces you to perform an animation?  Since there's no "target" field or anything like that, 
I can't quite complete the picture of how this packet would do that...  But I'd guess that I'd want 
the sender to be myself, so maybe "sessionInformation.agentID" would be an appropritate fill 
in for that field?  As for the animID, how does one find the LLUUID's for the default gestures?
>
> Thanks again for all the advice!
>
>
>
> ------------------------------------------------------------------------
Yes, you want to put your own AgentID in that field. A lot of packets
from the viewer to the sim require you to put your AgentID in them, I
don't know exactly how the sim code works so I can't say why but it's a
common occurrence in the protocol. To get the gesture uuids from your
inventory you will need to parse through your inventory at login and
store a list of all the inventory items that are gestures. Someone else
could probably explain how to do this in detail better than myself.

John

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--
--Jesse

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