how about way easier:
the client-side AO implementation that I use in my TPV stores its setup in a folder tree, similar to how phoenix firestorm does it (no small wonder, it's the same AO). How about this: whenever you save an outfit, a link to the ao config folder that is active at that time is stored in the outfit, and when you put on an outfit, the "putting on a saved outfit" code checks if a link to a folder that is contained in the outfit is pointing at a folder inside the AO structure, and if so, activates that AO config. no reading of notecards or serializing stuff, only two links. bye, LC Am Montag, 16. April 2012, 07:01:49 schrieb Ricky: > As much as I'm not a fan of hacks, until there's proper server-side support > this is what I suggest: Dahlia, I think I've taken a liking to your > suggestion of the notecard idea, but with a twist. > > First, the client would create a new inventory folder named such that > the likelihood of it being already in existence is extremely low. "Outfit > Animations - Firestorm x.x" could be good for Firestorm, where the x's are > a version code. This folder would be hidden from viewing in the > client default so that it does not clutter up inventory, with an option in > the client to make it visible. Inside this folder are notecards, each > named after the outfit it's designed to match. These notecards contain > LLSD serialized data designed to make it simple and fast for the client to > pull down the animation data, update it, and store it back in the notecard. > > A simple GUI would be designed to make management and creation simple. > > Yes, this hack has the limitation that a given animation set cannot be in > place for multiple outfits, but if there is a simple, easy way to clone an > animation set to another outfit such would be mitigated. The ability to > manually select another outfit's animation set is also an option. > > Ricky > Cron Stardust > > On Mon, Apr 16, 2012 at 12:31 AM, Dahlia Trimble <dahliatrim...@gmail.com>wrote: > > The AO could be coded such that it looks at the name of the currently worn > > outfit and selects the appropriate animation list for that name. I believe > > the name of the currently worn outfit is sent to the viewer as it's used > > to > > highlight it in the appearance selector menu. > > > > I suggested the notecard approach as an alternative that could also allow > > notecards in outfits for other uses besides AO animation lists. However > > given that it would likely require a server side change, it's probably > > much > > less likely to happen than just re-coding the client-side AO. Personally I > > would prefer anything that is associated with my avatar to not be client > > dependant as I switch computers and clients a lot. > > > > On Sun, Apr 15, 2012 at 10:50 PM, Erin Mallory < > > > > angel_of_crim...@hotmail.com> wrote: > >> 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(). > >> > >> _______________________________________________ > >> Policies and (un)subscribe information available here: > >> http://wiki.secondlife.com/wiki/OpenSource-Dev > >> Please read the policies before posting to keep unmoderated posting > >> privileges > > > > _______________________________________________ > > Policies and (un)subscribe information available here: > > http://wiki.secondlife.com/wiki/OpenSource-Dev > > Please read the policies before posting to keep unmoderated posting > > privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges