Why would it need to be in the inventory taking up space when it would ONLY do the same thing that either of these options do? If you can link a client ao to activate when the outfit is equipped that would satisfy the need for it to automatically turn on when you equip a new outfit AND keep the inventory MUCH less cluttered. The entire reason I use Firestorm's ao is so that I could get rid of as many copies of aos as I could and swap between ao sets almost instantly even in high lag areas. Right now they do not have a way to equip automatically when I set an outfit, however it is two extra clicks to select the one I want from a dropdown. If I could have a menu option on the outfit folder to allow me to associate each outfit with an AO so that it automatically swapped when I changed outfits that would be neat and do the same thing you wanted it to do. If I wanted to change the association or dissociate it I could do so from the same command. What I envision would simply be another option with a menu item such as "Set AO" and contain a drop nearly identical to the list in the AO drop down menu except it would also have a "none" option. for example if I had an outfit folder named "feral neko" with several attachments and clothes in it and wanted to associate my Puli Neko AO with it then all I would need to do is right click the folder for "feral neko" select "set ao" and click "Neko Puli AO" and then until i changed the associated ao every time I equipped the outfit "feral neko" it would automatically switch the ao to the Neko Puli AO set. That way i would not need any box or notecard or other object to clutter my already overwhelming inventory. Please explain what such a system would lack that either type of object you are talking about could provide because I simply do not see the benifits or requirements to have any object in the inventory other than a single notecard for each ao set and a copy of each animation that is included in any set.
> CC: opensource-dev@lists.secondlife.com > From: secret.arg...@gmail.com > Subject: Re: [opensource-dev] allowing client side AO's to swtich with outfits > Date: Sun, 15 Apr 2012 21:34:30 -0500 > To: angel_of_crim...@hotmail.com > > On 2012-04-15, at 12:13, Erin Mallory wrote: > > 1) Allow outfit folders and AO sets to be able to share a "hotkey" so that > > pressing that hotkey will both equip the outfit and activate the AO > > > 2) Script in a right click menu option at the outfit folder level that asks > > if you want to link an AO config to activate the ao when equipping the > > outfit. IE: you right click the outfit folder and when the menu pops up it > > has something like "Set outfit AO." > > Neither of these are acceptable, it _has to_ be something in the inventory > that is managed with the inventory tools. Otherwise there's no reason not to > keep using the existing scripted AOs. > > Ideally, it's just a box, like an existing AO, except instead of having a > script in it it's attached to an "AO" attachment point or has a name like > "#AO". > > Alternatively, a scripted object could run and llOwnerSay a series of magic > strings containing the animation name and animation type, in on_rez() or > attach().
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