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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