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Category: Description: Creator:
AO The intent is to provide an efficient way to give NPC's unique combinations of movement ONLY animations. These are simple scripts, easy to duplicate and modify the animations to use. Attach the AO to your HUD before you clone your appearance and generate the NPC. Touch the HUD to toggle it off and back on to make sure it is working. While designed for use with NPC's, these AO's will work just as well with other bot types or regular avatars. // This script monitors change events for a CHANGED_ANIMATION flag. This is vastly more efficient than parsing the list of current animations 3 or 4 times a second to see if you are still walking/standing/flying. There are other reasons NOT to try and use AOs ported from SL on NPC's. Most will fail to work at all, and some will actually animate the avatar that was cloned instead of the NPC. // An AO script is not much use with the animations to go with it. There are a number of good AO animation sets available in some of the public domain OAR and IAR files. I had the pleasure once to meet the creator of the animations contained in the Linda Kellie OAR files. The following scripts are adapted to those animation names so that you can drop them, and the animations (after you DL them) into a single prim and attach it to your HUD. // Rememeber, You must place the HUD on the ground to add animations, and you should take it back into inventory before wearing it to make sure the contents update properly.
Dreamgrid Opensim Partnership program// :REVISION: 2
Dreamgrid Specific Opensim Partnership program// :REVISION: 2
Money Skidz Partz - Exchange: Content Management System
Money Skidz Partz - Exchange: Content Management System
OpenSim NPC This script re-directs any NPC that collides with the object to a random destination selected from an internal list. // Once the routers are placed, a text label display can be toggled by touching it. This makes it easy to collect locations // Routers should be placed to facilitate collisions with the avatar capsules. // The real trick of this router design is the rotate calculations. These prevents the NPCs from walking backwards when assigned new targets "behind" them. // // License: // You are free: // to Share — to copy, distribute and transmit the work // to Remix — to adapt the work // to make commercial use of the work // See http://creativecommons.org/licenses/by-sa/2.5/

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