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Gestures

Commands

The gryphon has various commands that can be called via chat. The format for a chat command is PRE:MSG where PRE is the prefix and MSG is the contents. Case does not matter, it's all converted to lowercase on the end. The following commands are available.

Channel

Commands should be sent on channel 47974. This can be done by typing /47974 before the message in the chat input or gesture chat command.

Special Characters

When explaining the commands below, certain special characters are used in an attempt to make the explanation more brief, without listing every potential command that could be used. Unless otherwise specified, the parentheses "( )", dashes "-", pipes "|", and brackets "[ ]" are special characters that should not be typed, but mean as follows.

  • Parenthesis "( )" - A parenthesis indicates a grouping of potential values. Dashes and pipes will always appear inside a parenthesis.
  • Dash "-" - The dash indicates a range of consecutive values can be used.
    • For example, the command PRE:COMMAND(0-9) would mean you can use the command PRE:COMMAND0, PRE:COMMAND1, and so on to PRE:COMMAND9.
  • Pipe "|" - A pipe indicates that multiple non-consecutive values can be used.
    • For example, the command PRE:COMMAND(1|3|D) would mean you could use the command PRE:COMMAND1, PRE:COMMAND3, or PRE:COMMANDD.
  • Bracket "[ ]" - A bracket is used to indicate an optional value.
    • For example, the command PRE:COMMAND[0] would mean you could use the command PRE:COMMAND or PRE:COMMAND0.

Index:

CMD

CMD is short for "command" and means any action that changes, toggles, moves, or modifies the gryphon avatar itself.

  • CMD is split into four parts.
    • The first two characters are a bodypart (Y = tongue, J = jaw, etc) and action (T = toggle, P = position, etc).
    • The next character is the left/right identifier. 0 is for parts that don't have a left and right, such as the head and jaw. 1 stands for left, 2 stands for right. Add them together, and 3 means both.
    • The fourth character is the action flags. 0 is no action, and causes nothing to happen. 1 changes the stored default value, but does not modify the part. 2 actually changes the part, but does not modify the default value. Add them together, and 3 changes the default value and shows the change. 4 is a special flag that means "absolute." It is for things like jaw and tongue which try to be "smart" to avoid the tongue poking out while the mouth is closed, making it project from the nose area.
    • The last section is the value to change. While the other sections are fixed length, this one is not. It may be a float, integer, or more than one value. It's handled specially by each command. The "D" is a special character used to mean "revert to default." If "D" is used, the value that was set by the 1 flag will be automatically restored.

Values:

  • Biped Specific
    • CMD:HW(1-3)(1-3)(0-5)(-10.0-10.0|D) - Wiggles the biped fingers left and right. 0 is all fingers, 1-5 is thumb to pinky. 0 is centered, -10.0 is left, 10.0 is right, D is default.
    • CMD:HC(1-3)(1-3)(0-5)(1-3|D) - Curls the biped fingers. 0 is all fingers, 1-5 is thumb to pinky. 1 is flat, 3 is fist, D is default.
  • Quadruped Specific
    • CMD:HT(1-3)2(0|1) - Toggles the quadruped hands. No default value accepted. 0 is uncurled, for walking. 1 is curled, for sitting. While the 2 (change) flag is listed as the only option, it is ignored in practice.
  • Universal
    • CMD:FT(1-3)2(0|1) - Toggles the foot. No default accepted. 0 is uncurled, for walking. 1 is curled, for sitting. While the 2 (change) flag is listed as the only option, it is ignored in practice.
    • CMD:JP0(1-7)(0.0-10.0|D) - Opens the jaw. Without the 4 (absolute) flag active, will put the tongue in the mouth if necessary. 0.0 is closed, 10.0 is open, D is default.
    • CMD:YP0(1-7)(1-5|D) - Changes the tongue. Without the 4 (absolute) flag active, will open the jaw if necessary. 1 is "at rest" in mouth, 2 is pant, 3 is inside up, 4 is inside down, 5 is raspberry, D is default.
    • CMD:PP0(1-3)(1-3|D) - Changes the jaw phoneme. 1 is base, 2 is owe, 3 is gape, D is default.
    • CMD:JV00 - Forces a voicechat cycle with jaw, tongue, and phoneme movement.
    • CMD:KT03(0|1) - Changes the neck to be 1 feathered or 0 bare.
    • CMD:NT0(1-3)(0|1|D) - Toggles the neck up and down. 0 is down, 1 is up, D is default.
    • CMD:ET33(1-6) - Changes the ear type. While 3 (both ears) and 3 (change and default flags) are used in the example, they're ignored in practice. 1 is avian pointed, 2 is avian rounded, 3 is canine pointed, 4 is feline pointed, 5 is feline rounded, 6 is longcat.
    • CMD:EP(1-3)(1-3)(1-4|D) - Changes the ear position. 1 is forward, up to 4 being all the way back. D is default.
    • CMD:EW(1-3)0 - tWitches the ear.
    • CMD:WT(1-3)2(0|1) - Toggles the wing visibility. 0 is walking arms, 1 is flying wings. While the 2 flag (change) is listed, it's ignored in practice. Good third party practice is to call REQ:WINGSTATUS or the more dangerous SET:USEWING1 before using this.
    • CMD:IL(1-3)(1-3)(0.0-10.0|D) - Changes the eyelid position. 0.0 is open, 10.0 is closed, D is default.
    • CMD:ME0(1-3)(1-6|D) - Changes the expression. 1 is neutral, 2 is sad, 3 is angry, 4 is annoyed, 5 is joyous, 6 is happy, D is default. Note that this changes only the head sculpty, and not the ears, jaws, or eyelids like the HUD button does.
    • CMD:TP0(1-3)(1-3|D) - Changes tail position. 1 is normal for walking, 2 is partly raised for laying, 3 is very high for sitting. D is deafult.
    • CMD:TW0(1-3)(0.0+|D) - Changes the random wait period between wags. 0.0 is no delay, up to float maximum. D is default.
    • CMD:TM0(1-3)(0.0-10.0|D) - Changes the wag speed. 0.0 is off. 10.0 is very slow. Anything approaching 0.0 is faster, D is default.
    • CMD:TS0(1-3)(LIST|D) - Changes the tail flex settings. List contains: [0-3; -10.0-10.0; 0.0-10.0; 0.0-10.0; 0.0-10.0; <-10.0-10.0, -10.0-10.0, -10.0-10.0>] as explained on the PRIM_FLEXIBLE page. Any element in the list may be C for current or D for default. D instead of a list loads the default. Note that this format is different than the standard SL list style and uses semicolons.
    • CMD:WP(1-7)(1-3)(<(-10.0-10.0|C),(-10.0-10.0|C),(-10.0,10.0|C)>|D) - Changes the folded wing position. A value of 3 changes both left and right separated wings. A value of 4 changes a combined set of wings. A value of 7 would irrespectively change any type of wing. A vector component of -10.0 to 10.0 will rotate the wing on the three axes. A value of C in a vector component will use the currently set value for that part. D will use the default. The Y axis of the left separate wing is reversed from the right (combined wings behave like right wing). This allows a single command to move both wings mirrored to each other.
  • Camera
    • CMD:CB0(1-3)(0.0-3.0|D) - Camera option to set how quickly the camera stays behind the avatar, see CAMERA_BEHINDNESS_LAG.
    • CMD:CF0(1-3)(0.0-3.0|D) - Camera option to set how quickly the camera focuses on the target, see CAMERA_FOCUS_LAG.
    • CMD:CP0(1-3)(0.0-3.0|D) - Camera option to set how quickly the camera moves into position, see CAMERA_POSITION_LAG.
    • CMD:CD0(1-3)(0.5-10.0|D) - Camera option, CAMERA_DISTANCE.
    • CMD:CT0(1-3)(-45.0-80.0|D) - Camera option, CAMERA_PITCH.
    • CMD:CX0(1-3)(-10.0-10.0|D) - Camera option, x value of CAMERA_FOCUS_OFFSET.
    • CMD:CY0(1-3)(-10.0-10.0|D) - Camera option, y value of CAMERA_FOCUS_OFFSET.
    • CMD:CZ0(1-3)(-10.0-10.0|D) - Camera option, z value of CAMERA_FOCUS_OFFSET.
    • CMD:CA0(1-3)[8;(0.0-180.0);9;(0.0-3.0);7;(0.5-10.0);6;(0.0-3.0);1;<-10.0-10.0,-10.0-10.0,-10.0-10.0>;11;(0.0-4.0);0;(-45.0-80.0);5;(0.0-3.0);10;(0.0-4.0)] - Complete list of camera options. Recommended to not use CAMERA_FOCUS(_LOCKED) and CAMERA_POSITION(_LOCKED), which would stop the camera from following the avatar. It's also preferred the user doesn't use the CAMERA_ACTIVE value so we can maintain that state internally. This processes the list straight, so the user can mess things up horribly if they want to. Requires semicolons, not colons, for easier processing. See llSetCameraParams.
    • CMD:CR00 - Resets the camera to the avatar default values. This is the only way to reset some of the values changed using CMD:CA. Since some values are not stored, it cannot be change/default only.

SET

SET is short for "settings" and is used to toggle options on and off.

  • SET is split into two parts.
    • The thing that's to be set, such as the jaw moving when voicechatting or typing, or sound options.
    • A zero (0) or a one (1) for false/true, off/on.

Values:

  • Particles
    • SET:PARTICLE(0|1) - Turns all the avatar's particles on or off.
    • SET:PARTICLEBALL(0|1) - Enables or disables firing a fire/iceball in mouselook.
    • SET:PARTICLECRASH(0|1) - Enables or disables the particle crash when hitting land or water at high vertical speeds.
    • SET:PARTICLEBREATHBUBBLE(0|1) - Enables or disables the breath bubbles underwater.
  • Sound
    • SET:SOUND(0|1) - Turns all sounds except the HUD on or off.
    • SET:SOUNDFLAP(0|1) - Toggles the flap sound while flying.
    • SET:SOUNDWIND(0|1) - Toggles the wind sound while flying.
    • SET:SOUNDWATER(0|1) - Toggles the water sound when underwater.
    • SET:SOUNDPADDLESPLASH(0|1) - Toggles the splash sound while swimming at the surface of the water.
    • SET:SOUNDCRASH(0|1) - Toggles the sound that accompanies hitting the ground or water at high speeds.
    • SET:SOUNDBALL(0|1) - Toggles the sounds with the fire/iceballs.
    • SET:SOUNDHUD(0|1) - Toggles the HUD click sounds on or off.
  • Talking
    • SET:JAWTYPE(0|1) - Turns jaw movement on typing on or off.
    • SET:JAWVOICE(0|1) - Turns jaw movement on voicechat on or off.
    • SET:TALKANIM(0|1) - Whether the talk/voice jaw should play the associated animation or not.
    • SET:LONGCHAT(0|1) - Enables or disables distant communication.
  • Ear
    • SET:EARTWITCHRANDOM(0|1) - Turns random ear twitching on or off.
    • SET:EARTWITCHTOUCH(0|1) - Disables the ability for other people to touch the ear and twitch it.
    • SET:EARBACKWALK(0|1) - Put the ears back when walking.
    • SET:EARBACKTALK(0|1) - Put the ears back when typing or voicing.
  • AO
    • SET:AO(0|1) - Turns AO functionality on or off. 0 will stop the polling timer, call llReleaseControls(), exit the current state (stopping flapping sounds, breath particles, etc), and stop ALL default animations (0x7FFFFFFF). 1 will stop ALL default animations (0x7FFFFFFF) and then initialize the AO.
    • SET:IDLEPLAY(0|1) - Turns idle animations on or off.
    • SET:IDLEPAUSE(0|1) - Temporarily turns idle animations on or off. Will not activate them until state change (fly, sit, walk, swim) or manual enabling. Useful for gestures and other commands that shouldn't be interrupted.
  • Saddle
    • SET:SADDLED(0|1) - Puts the AO into or out of "saddled" mode. When SET:SADDLED1 is called, and the AO is enabled (not SET:AO0 having been called), the AO will stop any sit animation, exit the current state (becoming stateless), release controls (llReleaseControls()), and prevent the polling timer from doing anything until the avatar has stood up. Please note that if you create an object that takes controls, it should pause for an instant after requesting saddled mode, or due to a bug in how llReleaseControls() works, your object will also have its controls released when the AO makes the function call. It is not necessary to call SET:SADDLED0 unless you want to enable the AO without the avatar having stood up. Turning saddled mode on will initialize the AO again, same as calling SET:AO1 but without SET:AO1's absolutely stopping all playing animation.
    • lock/unlock - The saddle still uses the old style command to lock, preventing or allowing other users to be a passenger.
    • kick <username> - The saddle still uses the old style command to kick an unwanted user off a passenger seat in the saddle. Only a partial username is required.
  • Miscellaneous
    • SET:ANCHOR(0|1) - Anchor command. Toggles visibility of the anchor. 0 is off, 1 is on.
    • SET:CAMERA(0|1) - Turns the avatar's follow camera on or off.
    • SET:UPDATE(0|1) - Turns the avatar's automatic updater on or off.
    • SET:FIREBALL(0|1) - True (1) to use the fireball, false (0) to use the iceball. Will be obsolete with breath liveries.
    • SET:USEWING(0|1) - Whther to use wings when flying or not. Used internally when NTC:WING and NTC:WINGARM are found, but can be forced on.
    • SET:SACCADE(0|1) - Turns eye saccades on or off.
    • SET:BLINK(0|1) - Turns blinking on or off.
    • SET:AUTOFLY(0|1) - Turns automatic forward movement while flying on or off.
  • Advanced Gestures
    • SET:GESTURERELAYCMD(0|1) - Whether or not the advanced gesture script should spam a copy of command messages to the gesture channel. These are all default off.
    • SET:GESTURERELAYSET(0|1) - Whether or not the advanced gesture script should spam a copy of set messages to the gesture channel.
    • SET:GESTURERELAYREQ(0|1) - Whether or not the advanced gesture script should spam a copy of request messages to the gesture channel.
    • SET:GESTURERELAYNTC(0|1) - Whether or not the advanced gesture script should spam a copy of notice messages to the gesture channel.
    • SET:GESTURERELAYANM(0|1) - Whether or not the advanced gesture script should spam a copy of animation messages to the gesture channel.
    • SET:GESTURERELAYSIT(0|1) - Whether or not the advanced gesture script should spam a copy of sit messages to the gesture channel.
    • SET:GESTURERELAYSND(0|1) - Whether or not the advanced gesture script should spam a copy of sound messages to the gesture channel.
    • SET:GESTURERELAYPRT(0|1) - Whether or not the advanced gesture script should spam a copy of particle messages to the gesture channel.
    • SET:GESTURERELAYREZ(0|1) - Whether or not the advanced gesture script should spam a copy of rez messages to the gesture channel.
    • SET:GESTUREAUTODENY(0|1) - Automatically denies incoming gesture requests. Can be used when someone is spamming or you just really don't want to.

REQ

REQ is short for "request" and is used to request an action or information.

  • REQ contains one part.
    • The thing that's being requested.

Values:

  • REQ:WINGSTATUS - Tells the arm/wings to reply if they are attached, so we know which flight animation to play.
  • REQ:VERSION - Has the livery return something like "Seawolf Savannah Gryphon v1.0.0". Will be useful later. I'd eventually like a page on the HUD that lists the version of the worn parts, and which ones are out of date or aren't reporting in, or any extras.
  • REQ:SPECIES00 - Request that all bodyparts attached send their species and bodypart information.
  • REQ:SPECIES(XX) - Requests that the specific bodypart number resend their species and bodypart information.
  • REQ:DEFPOSITION - Has all objects that can set a non-default position announce if one is set.
  • REQ:DEFAULTNECK - Requests for the head to say CMD:NT03D.
  • REQ:CAMERA - Request that the camera settings be output.
  • REQ:GESTUREPERMISSION;[SLNAME];MSG - An "external" request from an object owned by someone else to send gesture commands to your avatar. The permission is automatically revoked on reattach.
  • REQ:GESTURECLEAR - Manually removes all gesture permission granted to other users to modify your avatar.
  • REQ:DECALRESET - Request to reset the decal overlays so they don't z-fight.

NTC

NTC is short for "notice" and is used to send informational notices.

  • NTC mostly contains two parts.
    • The subject matter the notice is about.
    • A zero (0) or one (1) at the end of it.
  • Response to REQ:DEFPOSITION will be 0 for not default, 1 for default.

Values:

  • NTC:STATEWALK - Message sent by the AO when the walk state is entered. A "state" is when the controls play different animations.
  • NTC:STATEFLY - Message sent by the AO when the fly state is entered. To determine if the wings are active, listen for SET:USEWINGX. Assume false for the quadruped, and true for the biped.
  • NTC:STATESWIM - Message sent by the AO when the swim state is entered.
  • NTC:STATESIT - Message sent by the AO when the sit state is entered.
  • NTC:WING(0|1) - Returned by the folded wings to announce if they're attached or not. Only one response is required, plus the wingarms, for the wings to be considered attached.
  • NTC:WINGARM(0|1) - Returned by the arms to announce if they're attached or not. Eight responses are required, plus the folded wings, for the wings to be considered attached.
  • NTC:DEFPOSITION:BODYPART(0|1) - Reply to REQ:DEFPOSITION. Contains the bodypart and true/false for having the default position and rotation set.
  • NTC:EARTWITCH(1-3) - A notice sent by the ear when the ear twitches on timer, or is touched to twitch, as there's no other way to know when it does so under these conditions.
  • NTC:TALKJAW(0|1) - Notification that the talk jaw has begun or stopped talking. This will only show if the talkjaw or voicejaw is enabled. Thus, a user may be using voicechat but have the voice jaw disabled, and this message will not show, making it more useful than testing for voice gestures alone could be.
  • NTC:TAILWAG(0|1) - Notification that the tail has begun or stopped wagging. This notice is sent out during temporary pauses, not just full-on messages.
  • NTC:GESTUREREPLY;(UUID);(0-6);(channel) - Response to an external request to trigger gestures. UUID is the ID of the requesting object that's being replied to. The number is the status on when the gesture permission is revoked. 0 is deny, 1 is on stand, 2 is left sim, 3 is one hour, 4 is one day, 5 is logout, 6 is forever. Except for 6, permission is automatically revoked on attach or login. The channel is the unique channel that the gesture script will not listen on for commands.
  • NTC:SPECIES(XX;XX) - When an object is attached, it sends the end of the root livery definition, which includes the species and bodypart numbers.

ANM

ANM is short for "animation" and is used in the AO when an animation flag or custom named animation is being triggered. The final two separators are semi-colons, not a colon.

  • ANM is made up of two or three parts.
    • PLAY, STOP, CPLY, CSTP for playing or stopping an animation via flag, and playing or stopping a custom named animation.
    • The integer flag or custom string of the animation. The integer flag may be represented as hex.
    • If an integer flag and playing, the position in the list of the animation, or a -1 for random. If stopping, stop that specific animation or any animation with that flag.

For a list of valid animation hex values, please see Animations. For more information on how to use these commands, see Animation Customization.

Values:

  • ANM:PLAY;0x000C0000;-1 - Plays any random prejump animation in the AO.
  • ANM:STOP;4;1 - Stops the walk animation (0x100) and any animation that also has the walk flag (turn, run, etc).
  • ANM:CPLY;dance roboto v1.4 - Plays the animation asset in the same prim as the AO named "dance robot v1.4."
  • ANM:CPLY;dance roboto - Plays the last alphabetically sorted animation asset in the same prim as the AO that starts with "dance roboto"
  • ANM:CSTP;dance roboto - Stops the last alphabetically sorted animation asset in the same prim as the AO that starts with "dance roboto"

Trying to play an invalid animation will fail silently. Trying to play an invalid custom animation will return an llOwnerSay() error notice.

Custom animations play the last animation in the list to support upgrading animations by changing a terminating version number. Thus, the latest version will be the one to play.

SIT

SIT is a special command used for the various types of sit the gryphon can do. 0 is off, 1-4 is the different types of sits, and 1-4 while that number is playing toggles the sit off.

  • SIT contains one part.
    • An integer, 0 through 4.

Values:

  • SIT:0 - (button) - Stand, or disable sit
  • SIT:1 - (button) - Haunch sit
  • SIT:2 - (button) - Lay
  • SIT:3 - (button) - Lay Side
  • SIT:4 - (button) - Upsidedown

SND

SND is used for triggering sounds. It accepts messages from either link_message or listen as long as they're in the right format. This script is located in the hips, and the AO sends it link messages for water-surface swimming paddle-splashing.

  • SND contains three or four parts.
    • The number of times to replay the sound to increase the volume (1-9, 0 plays nothing).
      • As of v1.1 this value may be "L" to indicate that the sound should loop. A looping sound cannot have a multiplier for technical reasons. llTriggerSound() is used for the multiplication, and looping sounds must use llLoopSound().
    • The float volume to play the sound at (0.0-1.0, 0.0 plays nothing).
    • The name of the sound to be played
    • (Optional) Whether to play a specific number in the list or a random one. (-1 for random, 0-x for specific. If invalid, plays nothing.)

There is a unique command used to stop a looping sound, which could also be used to stop a long sound if desired.

  • SND:STOP will stop any sound that the sound script is playing.

Values, HUD through link message only:

  • SND:(1-9|L)(0.0-1.0);LIVERYSAVE[;(-1|0-1)] - Plays the parchment scribble sound for saving a livery. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);PAGETURN[;(-1|0-1)] - Plays the gear-clicking sound when the HUD flips to a new page. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);HUDCLICK[;(-1|0-2)] - Plays the tinking HUD click sounds. List has 3 values.

Values:

  • SND:(1-9|L)(0.0-1.0);FLYHOVER[;(-1|0)] - Loopable sound that plays when the avatar hovers. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);FLYFORWARD[;(-1|0)] - Loopable sound that plays when the avatar flies forward. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);FLYIDLE[;(-1|0)] - Loopable sound that plays when the avatar flight idle plays. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);FLYUP[;(-1|0)] - Loopable sound that plays when the avatar flies up. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);GLIDEMIXED[;(-1|0)] - Loopable sound that plays when the avatar glides. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);GLIDERUSTLE[;(-1|0)] - Loopable sound that plays when the avatar glides. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);GLIDEWIND[;(-1|0)] - Loopable sound that plays when the avatar glides. Not played through this interface normally. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);FOOTSTEPSOFT[;(-1|0-2)] - Plays when the avatar is walking. Not currently used. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);SWIMUNDERWATER[;(-1|0)] - Loopable ambient underwater sound. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);SWIMPADDLESPLASH1[;(-1|0-2)] - Splash while paddling swimming sound. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);SWIMPADDLESPLASH2[;(-1|0-2)] - Splash while paddling swimming sound. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);SADDLESIT[;(-1|0-3)] - Passenger mount leather rustling sound. List has 4 values.
  • SND:(1-9|L)(0.0-1.0);SADDLEWIND[;(-1|0-2)] - Movement with the saddle sound. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);SADDLEWOODCREAK[;(-1|0-1)] - Ambient saddle wood creaking sound. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);SADDLELAMPON[;(-1|0)] - Saddle lamp ignition sound. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);SADDLELAMPOFF[;(-1|0)] - Saddle lamp extinguish sound. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);WINGRUSTLELONG1[;(-1|0-1)] - Wing rustling sound. Long variant. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);WINGRUSTLELONG2[;(-1|0-1)] - Wing rustling sound. Long variant. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);WINGRUSTLESHORT1[;(-1|0-1)] - Wing rustling sound. Short variant. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);WINGRUSTLESHORT2[;(-1|0-1)] - Wing rustling sound. Short variant. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCAW1[;(-1|0-2)] - Harsh caw. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCAW2[;(-1|0-2)] - Single high call. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCAW3[;(-1|0-2)] - Dual call. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCAW4[;(-1|0-2)] - Dual call. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCHIRP1[;(-1|0-2)] - Piercing chirp. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);AVIANCHIRP2[;(-1|0-1)] - Longer, lower chirp. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);AVIANSCREECH[;(-1|0-1)] - Pleasant avian screech. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);FELINEBELLOW[;(-1|0-2)] - Lion's roar. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);FELINEGROWL[;(-1|0-1)] - Feline growl. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);FELINEPURR[;(-1|0-2)] - Large cat purring. List has 3 values.
  • SND:(1-9|L)(0.0-1.0);CANINEBARK1[;(-1|0-1)] - Bark. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEBARK2[;(-1|0-1)] - Bark. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEGROAN[;(-1|0-1)] - Canine groaning. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEGROANBARK[;(-1|0-1)] - Canine groan, then bark. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEGROWL1[;(-1|0-1)] - Warning growl. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEGROWL2[;(-1|0-1)] - Warning growl. List has 2 values.
  • SND:(1-9|L)(0.0-1.0);CANINEWHIMPERGROAN[;(-1|0)] - A whimper and groan. List has 1 value.
  • SND:(1-9|L)(0.0-1.0);CANINEWHINE[;(-1|0-1)] - Submissive whining. List has 2 values.

PRT

The gryphon has a couple particles that can be triggered. The particle script is located in the abdomen, and only accepts listen messages.

  • PRT is made up of three parts.
    • The Particle name to trigger. Valid names below.
    • The audio toggle and is a zero, one, or D. Zero is no sound, one is yes sound. D is default.
    • A bitflag that contains other values.

The bitflag has no effect on the water or ground crash.

Values:

  • PRT:FIREBALL(0|1|D)0 - Shoots the fireball.
  • PRT:ICEBALL(0|1|D)0 - Shoots the fireball.
  • PRT:BALL(0|1|D)0 - Shoots the current default ball.
  • PRT:SPLASH(0|1|D)0 - Rezzes the splash particle effect.
  • PRT:CRASH(0|1|D)0 - Rezzes the ground crash particle effect.
  • PRT:BREATHBUBBLE0(0-1) - Turns the underwater bubble particles on. It has no sound.

REZ

In order to support other tools without much hassle, this command will have the particle script (in the chest) attempt to rez an item with the passed properties.

  • REZ has parts.
    • The object name. Must be exactly as it appears in inventory, including case. Name cannot contain semicolons.
    • 0 or 1, if we should multiply the position by the avatar's current rotation. 1 is yes.
    • A vector that is added to the current avatar's position.
    • 0 or 1, if we should multiply the velocity by the avatar's current rotation. 1 is yes.
    • A vector velocity.
    • 0 or 1, if we should multiply the rotation by the avatar's current rotation. 1 is yes.
    • A rotation offset to rez the object with.
    • A value to pass to the object while rezzing it.

Example:

  • REZ:Super Fireball v1.4;<0.0,1.0,5.0>;0;<0,0,0>;0;<0,0,0,1>;3 - Will rez item "Super Fireball v1.4" at an offset, with no speed or rotation, and pass the value 3 to it on rez.
  • REZ:fb;<0,0,0>;1;<0,-5,0>;0;<0,0,0,1>;0 - Will rez the item "fb" on the avatar's center moving at 5 meters per second to the left.
  • REZ:fireball;1;<3.47610,-0.07193,-0.13>;1;<30.0,0.0,0.0>;1;<0,0,0,1>;2 - Should be the same settings the fireball uses to rez the fireball.

DEF

DEF is short for default. It's used to set or reset the default positions of certain pieces. For example, the hands and feet have a hard-coded location. You can use this command to give them a new location to work from.

Intended use is align the object, then type the command for that object. It will use the current position and rotation as the default, storing it in the PRIM_TEXT so it persists beyond script reset.

  • DEF contains two parts.
    • The action, of which there are three.
      • SETPOSITION sets a new default position.
      • DEFPOSITION removes the non-default position, using the default instead.
      • DEFSETTINGS will revert the object's other settings to their default.
    • The bodypart to set, or "all." Valid parts are below.

Values:

  • DEF:(SET|DEF)POSITION:FOOTLEFT - (Re)set the default location for the left foot. The foot supports both "standing" and "curled" modes, and just needs to be activated when either is the current status in order to change that.
  • DEF:(SET|DEF)POSITION:FOOTRIGHT - (Re)set the default location for the right foot. The foot supports both "standing" and "curled" modes.
  • DEF:(SET|DEF)POSITION:JAW - (Re)set the default location for the quadruped jaw. The jaw supports both "up" and "down" neck positions for the quad. Supports only the "up" for the biped, as the biped doesn't move from that. If the jaw is fully open then the position offset for the open position will be set.
  • DEF:(SET|DEF)POSITION:EAR - (Re)set the default location for the ear. Supports both "up" and "down" neck positions for the quad. Not useful on the biped.
  • DEF:(SET|DEF)POSITION:HANDLEFT - (Re)set the default location for the quadruped left hand. Quad only. Supports "standing" and "curled" modes.
  • DEF:(SET|DEF)POSITION:HANDRIGHT - (Re)set the default location for the quadruped right hand. Quad only. Supports "standing" and "curled" modes.
  • DEF:(SET|DEF)POSITION:HEAD - (Re)set the default location for the quadruped head. Supports both "up" and "down" positions for the quad. Not useful on the biped.
  • DEF:(SET|DEF)POSITION:HEADDRESS - (Re)set the default location for the quadruped headdress. Supports both "up" and "down" positions for the quad. Not useful on the biped.
  • DEF:(SET|DEF)POSITION:NECK - (Re)set the default location for the quadruped neck. Supports "up" and "down" positions. Feathered and bare neck use the same values. Does not exist on the biped.
  • DEF:(SET|DEF)POSITION:TAIL - (Re)set the three default location for the tail, whichever is currently active. Works for both quad and biped.
  • DEF:(SET|DEF)POSITION:WINGLEFT - (Re)set the default location for the left wing.
  • DEF:(SET|DEF)POSITION:WINGRIGHT - (Re)set the default location for the right wing.
  • DEF:(SET|DEF)POSITION:WINGCOMBINED - (Re)set the default location for the combined wing.
  • DEF:DEFPOSITION:ALL - Reset the default location for all attached objects. This command does not support the "SET"
  • DEF:DEFSETTINGS:(BODYPART) - Resets the object's settings. Available for the EAR, HEAD, JAW, NECK, TAIL, WINGLEFT, WINGRIGHT, WINGCOMBINED. The hands, feet, and headdress don't have any settings to change and therefore don't support this. Supports ALL as a bodypart.
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Page last modified on August 14, 2012, at 05:49 PM