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 >
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