Holy sit! I've been spending hours trying to script a workaround for that ;-). Well, honestly, just thinking about it. I am happy I won't need it anymore.
Le 22 oct. 2011 à 01:00, Justin Clark-Casey a écrit : > I've now experimentally implemented osNpcSit() [1] and osNpcStand() [2] > (thanks to Fritigern for documenting these!). > > Sitting only works if there is a sit target. Doing this without a sit target > is not straightforward since the code conforms to the fact that in SL, an > avatar sitting without a sit target is not detectable and not part of the > linkset. > > Currently there's only one option, which is to sit the avatar from anywhere > in the sim. Might add an option to ask it to walk/fly there. > > [1] http://opensimulator.org/wiki/OsNpcSit > [2] http://opensimulator.org/wiki/OsNpcStand > > On 13/10/11 17:04, Marcus Llewellyn wrote: >> On Wed, Oct 12, 2011 at 10:03 PM, David Burden <[email protected] >> <mailto:[email protected]>> wrote: >> >> >> I also can't get scripts in attachments to stay working once rezzed back >> out of the notecard - known problem or am I >> doing something wrong? >> >> >> Scripts attached to an NPC have been working fine for me. One thing to >> remember (sorry if it's obvious) is that >> attachments on an NPC won't run on land that restricts script execution to a >> group, or to the region owner. This is >> unfortunate, as it makes using NPCs that have scripted attachments while >> maintaining a defense against griefers pretty >> much impossible. And since NPC UUIDs aren't persistent, you cannot have them >> join a group or provide any real exception >> for them really. >> >> Right now, you can either let everyone on your parcel/region run scripts so >> that NPCs can run them too, or stick to >> controlling the NPC from an unattached object owned by you or another >> privileged user. >> >> As far as sitting goes, the best I've been able to do is to attach a chair >> to the NPC, and use osAvatarPlayAnimation to >> perform a sit animation tailored to fit the situation. Not ideal, but it >> works. >> >> Part of the problem here is that it seems as though as far as the simulator >> goes, NPCs are a first class user agent. It >> treats them just like any other client connected to the sim, but without the >> network overhead. It would be nice if NPCs >> were somewhere between a user and an object which could be owned, and which >> either inherited privileges from its owner, >> or could be assigned persistant privileges of its own. >> >> Better stop there before I start on a whole long wish list. ;) >> >> Marcus >> >> >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users > > > -- > Justin Clark-Casey (justincc) > http://justincc.org/blog > http://twitter.com/justincc > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
