Hmm.  Yes, I think figuring out what the exactly packet flow of a gesture being 
performed is gonna be pretty crucial.  Registering for Outgoing sounds like a 
good idea, thanks much.  Maybe I'll just spit em all out to a file, and see 
what it looks like when I /wave.  
 
Speaking of which though... if I'm just trying to inject a packet to the server 
with the animation I'd like to perform, I wonder if I would ever actually see 
that on my client?  I mean, suppose the usual sequence is, play the animation 
on the client, send out a message to the server to play the animation on all 
nearby clients.  If I just inject that packet, maybe it doesn't bother sending 
me the trigger you're referring to, because it assumed I already performed it.
 
Maybe I need to watch incoming too... but I imagine that gets pretty nuts. 

________________________________

From: [EMAIL PROTECTED] on behalf of Jesse Nesbitt
Sent: Sat 7/29/2006 2:45 PM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] Animations and packets...



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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>
>
>
> _______________________________________________
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>
>
>


--
--Jesse

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