Finding NPCs...

Creating avatar shapes, hair, skin, eyes, etc.
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Antonio Valenti
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Finding NPCs...

Post by Antonio Valenti »

Forgive me if I'm posting this in the wrong place...

Traveling around Kitely as well as the hypergrid, I've noticed many various "static" avatars placed on sims to "populate" the environment. Some of these were free to copy, and some were not.

just recently, I was at a sim (and I didn't landmark it (duh)) that was set up like a carnival and was loaded with these static "people", including a bunch sunbathing on the adjacent beach. The beach people, however, were not copyable. :(

My personal estate is made up of tropical islands where the beach people would be invaluable for the immersion of the sims.

Finally my questions - is there a place I can purchase these static NPCs (especially the beach group) and does anyone know of the sim I visited in which I found them used.

thank you,
Alex
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Freda Frostbite
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Re: Finding NPCs...

Post by Freda Frostbite »

It's easy to make these. JUst teleport to The Paramour shopping district and pick up the NPC kit there. Read the directions. It's super easy. refugegrid.com:8002:paramour shopping
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Re: Finding NPCs...

Post by Antonio Valenti »

Freda Frostbite wrote:
Tue May 05, 2020 3:55 pm
It's easy to make these. JUst teleport to The Paramour shopping district and pick up the NPC kit there. Read the directions. It's super easy. refugegrid.com:8002:paramour shopping
Thank you Freda for the link, but it seems the link is no longer active? I ran into that link once before and it didn't work then either.

Alex
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Re: Finding NPCs...

Post by Freda Frostbite »

I will pass you the NPC kit from there in a couple minutes when I get inworld. I wonder if Paramour is closed. Very sad loss, if it is.
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Re: Finding NPCs...

Post by Freda Frostbite »

I found two alex chandlers in search so I sent stuff to both of them. Hope it all helps.
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Re: Finding NPCs...

Post by Antonio Valenti »

Freda Frostbite wrote:
Tue May 05, 2020 5:49 pm
I found two alex chandlers in search so I sent stuff to both of them. Hope it all helps.
Thank you for forwarding me the pieces and parts of the NPC kit :) From reading through the instructions, am I correct in concluding that the script will basically attach any animation to whoever clicks on the controller and/or creates an animation pose ball? So if I want to populate an area with, let's say, 6 people doing various things (animations) I would have to have 6 Kitely Avatars agree to be cloned for this purpose - OR - I would have to create 6 accounts/avatars to do this myself. Is that correct? Or is there someplace that already has the NPC notecards that have already been made.

Forgive me for being a dummy on this, but the idea of populating a sim with animations really got me excited and I want to try out the entire idea.

Alex
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Re: Finding NPCs...

Post by Freda Frostbite »

That, or you can clone yourself, wearing different shapes and clothing, doing various things.
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Re: Finding NPCs...

Post by Selby Evans »

Alex Chandler wrote:
Tue May 05, 2020 7:16 pm
Freda Frostbite wrote:
Tue May 05, 2020 5:49 pm
I found two alex chandlers in search so I sent stuff to both of them. Hope it all helps.
Thank you for forwarding me the pieces and parts of the NPC kit :) From reading through the instructions, am I correct in concluding that the script will basically attach any animation to whoever clicks on the controller and/or creates an animation pose ball? So if I want to populate an area with, let's say, 6 people doing various things (animations) I would have to have 6 Kitely Avatars agree to be cloned for this purpose - OR - I would have to create 6 accounts/avatars to do this myself. Is that correct? Or is there someplace that already has the NPC notecards that have already been made.

Forgive me for being a dummy on this, but the idea of populating a sim with animations really got me excited and I want to try out the entire idea.

Alex
You can do that all by yourself.. Go to the Kitely universal campus. Around the arrival point there are lots of avatars you can pick up. Wear an avatar, make an NPC, install the animation. Repeat for as many NPC's as you want.
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Re: Finding NPCs...

Post by Frank SquirrelHerder »

I appreciate the discussion in this thread, as NPCs intrigue me and I intend on digging into them later.

When I left virtual worlds (SL) mesh was just starting to become a thing. Returning now, there is just so much new, fun stuff to really "level up" builds.

Definitely an exciting time to be an (amateur) sim builder!
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Re: Finding NPCs...

Post by Kim McCabe »

Hi Guy's, Like you, when I first found Kitely, I had no idea you could make NPC's. I friggin love them! But in the beginning, the kits I found around were a little confusing. In reality, I'm still a lot in the dark when it comes to scripting. Anyway, I found this script and use it for all of my NPC's. It's basic and doesn't have all the bells and whistles some of the others have, but will get you started in the right direction. The NPC's activate when an avatar is nearby. It plays one animation in a loop. (If someone can let me know how to add several animations, that would be awesome. The script says it can do that, but for the life of me, I can't figure out what I have to change to make that happen)
Pop this script in a box, you can name your NPC if you want to or remove the name text.
Add an animation.
Set the NPC script box to phantom and you can put a clear texture on it as well
Then click on the box two times and your NPC will pop up. Hope this helps.





// :CATEGORY:NPC
// :NAME:NPC General Utility Rez and Pose Dancer
// :AUTHOR:Aine Caoimhe (aka Mata Hari)
// :KEYWORDS:
// :CREATED:2014-02-20 14:27:38
// :ID:1029
// :REV:2
// :WORLD:Opensim
// :DESCRIPTION:
// This was written as a "dancer" script for a club.
// :CODE:
// :SOURCE: http://forums.osgrid.org/viewtopic.php?f=5&t=4989

// Place this in a prim along with at least 1 animation.
// When you first touch it you will be cloned to notecard, then an NPC will rez, jump on the poseball and
// begin to play the animation(s) in its inventory. Subsequent touched of the prim will rez/unrez the dancer.
// On region restart, the dancer will auto-rez by default. You can add more animations or delete them during use
// (but it will reset the NPC's dance queue). Deleting the appearance notecard will disable the ball until you touch it again.
// Note that this script uses a very handy "orphan checker" that helps to prevent the accidentaly orphaning of a dancer.
// If an unexpected NPC is detected as already being on the poseball the ball will "take control" of that NPC instead of rezzing a new one.


// NPC General Utility Rez & Pose Dancer
// Written by Aine Caoimhe (aka Mata Hari) 2012/2013
//
// OVERVIEW
//
// This basic script is designed to be placed in any object (usually a poseball) along with at least one animation.
// When the owner touches the poseball for the first time their appearance will be cloned and stored to use for
// an NPC who will then rez, sit on the poseball, and begin to play the animation. Subsequent touches of the poseball
// will remove or restore the NPC. The script doesn't provide any "advanced" features such as variable timers, variable NPCs,
// dance selection/controls, etc.
//
// Because this was written by special request, several default behaviours are part of the script but can be altered
// easily either by changing the settings in the USE VARIABLES section below (even a novice can do this!) or more
// drastic changes can be made by altering the main body of the script.
//
// This script requires a region that is configured to allow the OSSL functions necessary to create and animate NPC
// (uses osAvatarPlayAnimation() and osAvatarStopAnimation() rather than the NPC versions of those functions because
// at the time I wrote most of it the NPC versions didn't work correctly).
//
// TERMS OF USE
//
// This script is provided as a courtesy to other users of OpenSim on an as-is basis. I'll try to help you if you ask nicely
// but I won't promise to fix or resolve any issues you might encounter or further customize it for your uses.
// You are free to use and modify it as desired, provided you:
// - also provide it free of charge with full perms as per GPU General Public Licence 3.0
// - never alter the script to allow it to clone another avatar appearance without that owner's explicit and informed consent (avi theft)
//

// REVISIONS:
// V2 09-25-2014 added debug info
// save NPC key ion description so pose ball can be removed and replaced
// Added Sensor to make NPCs go away when no one is around


//
// -----------------------------------------------------------------------
// USER VARIABLES
// you can change these default values to suit your preferences
// -----------------------------------------------------------------------
integer debug = FALSE; // set to TRUE or FALSE for debug chat on various actions
integer iTitleText = FALSE; // set to TRUE or FALSE for hovertext various actions

// If Set to a non-zero number the NPC will appear only when someone is withing this RADIUS.
float RADIUS = 30; // in meters
float RATE = 5.0; // the smaller this is, the quicker the NPC will appear and the laggier it will be. Keep this as large as usefully possible for a given RADIUS.

// The name of your dancer...this is the name she will show in world
string dancerFirstName="PUT NAME HERE";
string dancerLastName="OR LEAVE BLANK";

// How she changes dances...one of the two following lines must be commented (disabled using // at the start of the line) and the
// other line must be active (no // at the start)

//string danceSeq="random"; // dancer will pick the next animation randomly
string danceSeq="seq"; // dancer will pick the next animation in the poseball

// How often she changes dances -- set a value here in seconds that you want her to play each dance before advancing to the next
float danceTimer=120.0;

// Is the poseball active? Set this to TRUE to have her automatically rezzed whenever the region is restarted. Otherwise set to FALSE.
integer active=TRUE;

// Positioning...how far from the ball to place the dancer (essentially this is her sit target) as a (x,y,z) vector
vector offSet=<0.0, 0.0, 1.0>;
vector rot = <0,0,0>; // In case it is not a pose ball, and easily rotated, you can adjust the axis here.

vector RezPos = <0,0,1.0>; // set this Z to a large number, and they fall out of the sky.

// OS_NPC_CREATOR_OWNED will create an 'owned' NPC that will only respond to osNpc* commands issued from scripts that have the same owner as the one that created the NPC.
// OS_NPC_NOT_OWNED will create an 'unowned' NPC that will respond to any script that has OSSL permissions to call osNpc* commands.
integer NPCOptions = OS_NPC_CREATOR_OWNED; // anyone, not just the owner of this box can control this NPC.

// Control
integer PRIVATE = TRUE; // set to FALSE to a allow anyone to touch and control the NPC;

// -----------------------------------------------------------------------
// DON'T CHANGE ANYTHING BELOW HERE UNLESS YOU KNOW WHAT YOU ARE DOING
// -----------------------------------------------------------------------

string npcCard="My Dancer";
key dancerID;
integer danceIndex;
list danceList;

// V2
// DEBUG(string) will chat a string or display it as hovertext if debug == TRUE
DEBUG(string str)
{
if (debug)
llOwnerSay( str); // Send the owner debug info so you can chase NPCS
if (iTitleText)
{
llSleep(0.1);
llSetText(str,<1.0,1.0,1.0>,1.0); // show hovertext
}
}


// V2
BootDancer()
{
//DEBUG("BootDancer()");

if (dancerID==NULL_KEY || ! NpcIsSeated() ){
DEBUG("No NPC key in RAM");
rezDancer();
danceIndex=0; // start with the first dance
}

// other wise, boot will do nothing as there is already a NPC
}

updateDanceList()
{
DEBUG("updateDanceList()");
// build list of animations in inventory
integer anims=llGetInventoryNumber(INVENTORY_ANIMATION);
while(--anims > -1)
{
danceList+=llGetInventoryName(INVENTORY_ANIMATION,anims);
}
if (danceSeq=="seq")
danceList=llListSort(danceList,1,TRUE);
else
danceList=llListRandomize(danceList,1);

danceIndex=0;

DEBUG("We have " + (string) llGetListLength(danceList) + " animations");

}
rezDancer()
{
DEBUG("rezDancer()");
// make sure there are animations
if (!llGetListLength(danceList))
{
llOwnerSay("Cannot create the dancer because there are no animations in the poseball inventory to play");
return;
}
// make sure there is a dancer to rez (shouldn't be possible to get this result but included just in case
if (llGetInventoryType(npcCard)!=INVENTORY_NOTECARD)
{
llOwnerSay("Cannot create the dancer because there is no stored appearance in inventory");
return;
}
// see if an npc is already sitting...helps to recover from accidental script reset with active NPC
if (NpcIsSeated()) {
DEBUG(" NPC already in world - starting animation");
startDancing();// safe to proceed with rezzing new NPC if we get to this point
} else {
DEBUG("NPC rezzing");
dancerID = osNpcCreate(dancerFirstName,dancerLastName,llGetPos()+ RezPos ,npcCard, NPCOptions);
llSetObjectDesc(dancerID); // V2
llSleep(0.5);
osNpcSit(dancerID,llGetKey(),OS_NPC_SIT_NOW);
}
}
removeDancer()
{
//DEBUG("removeDancer()");
// kill active npc

// V2 if we rtest or there is a sitter
if (dancerID == NULL_KEY || ! NpcIsSeated() ) {
//DEBUG("Dancer is unknown and not sittting, using the Description");
dancerID = llGetObjectDesc();
}

if (llStringLength(dancerID)) {
//DEBUG("Removing Dancer NPC UUID " + (string) dancerID);
osNpcRemove(dancerID);
}
dancerID=NULL_KEY;
llSetObjectDesc("");
}
integer NpcIsSeated()
{
// a safety net to try to catch stray NPCs cause by script edit/reset while an NPC is active
// if an NPC is detected already on the ball but no dancerID is set...this is only called at
// a time when a new NPC would otherwise be created

key sitterID=llAvatarOnSitTarget();

if (sitterID != NULL_KEY)
{
if (osIsNpc(sitterID))
{
dancerID=sitterID;
return TRUE;
}
else
{
return FALSE;
}
}

return FALSE;
}
startDancing()
{
DEBUG("StartDancing()");


// called when an NPC first sits
string dance=llList2String(danceList,danceIndex);
// start currently indexed dance
osAvatarPlayAnimation(dancerID,dance);
DEBUG("playing animation " + dance);

llSleep(0.25);
// now stop any other animations the NPC is playing (sit, etc)
list animToStop=llGetAnimationList(dancerID);

DEBUG(llDumpList2String(animToStop,"-"));

integer stop=llGetListLength(animToStop);

DEBUG("List L = " + (string) stop);

key dontStop=llGetInventoryKey(dance);
DEBUG("key dont stop = " + (string) dontStop);

while(stop-- > 0)
{
if (llList2Key(animToStop,stop)!= dontStop) {
string tostop = llList2Key(animToStop,stop);
osAvatarStopAnimation(dancerID,tostop);
DEBUG("Stopping animation:" + tostop);
}
}

if (RADIUS > 0.0)
llSensorRepeat("","",AGENT,RADIUS,PI,RATE);
else
llSetTimerEvent(danceTimer); // set the timer for advancing to next dance
}
playNextDance()
{
DEBUG("playNextDance()");

// play the next dance
osAvatarStopAnimation(dancerID,llList2String(danceList,danceIndex));
DEBUG("Stopping animation " + llList2String(danceList,danceIndex));

danceIndex++;
if (danceIndex==llGetListLength(danceList))
danceIndex=0; // cycle back to beginning when reaching the end

DEBUG("Starting animation " + llList2String(danceList,danceIndex));
osAvatarPlayAnimation(dancerID,llList2String(danceList,danceIndex));

}
default
{
state_entry()
{
DEBUG("Reboot");
removeDancer(); // V2 kill any old dancers

// ensure sit target set
if (offSet==ZERO_VECTOR)
offSet.z+=0.0001;

// V2, allow defined rotations
llSitTarget(offSet,llEuler2Rot(rot * DEG_TO_RAD)) ;

// update the animations list
updateDanceList();

if (INVENTORY_NOTECARD == llGetInventoryType(npcCard)) {

// rez dancer automatically if set to do so
if (active ) {
rezDancer();
}
}
}
timer()
{
// time to advance to next dance...make sure there is a dancer first
if ((dancerID==NULL_KEY) || (llAvatarOnSitTarget()!=dancerID))
llSetTimerEvent(0.0); // kill timer if NPC unrezzed
else
playNextDance();
}
on_rez(integer start)
{
// always reset on rez
llResetScript();
}
changed(integer change)
{
// reset script if owner changes or region restarts
if (change & CHANGED_OWNER)
llResetScript();
else if (change & CHANGED_REGION_START)
llResetScript();
else if (change & CHANGED_REGION_RESTART) // Opensim changed the variable to RE start
llResetScript();
// handle changes in inventory that might affect operation
else if (change & CHANGED_INVENTORY)
{
DEBUG("Inventory Changed");
// safety check on deleting notecard during use
if ((llGetInventoryType(npcCard)!=INVENTORY_NOTECARD) && (dancerID==NULL_KEY))
{
llOwnerSay("You have deleted the dancer notecard. Removing the dancer");
removeDancer();
return;
}
// else see if it's a change in animations
integer anims=llGetInventoryNumber(INVENTORY_ANIMATION);
if (!anims && (dancerID!=NULL_KEY))
{
// user deleted the last animation...kill active dancer
llOwnerSay("There are no animations in the poseball...removing your dancer");
removeDancer();
}
else if (anims!=llGetListLength(danceList))
{
DEBUG("Update Dance List");
updateDanceList();
if (dancerID!=NULL_KEY) {
startDancing();
}
}
}
// handle changes in link...will usually be triggered by the NPC sitting or being removed
else if (change & CHANGED_LINK)
{
DEBUG("Inventory Changed Link");

osAvatarStopAnimation(dancerID,"sit");


// start dancing when an npc sits
if (dancerID!=NULL_KEY && llAvatarOnSitTarget()==dancerID)
startDancing();
// can ignore npc standing (derez) because key reset is handled by the remove routine
// also ignoring any non-npc who sits here
}
}
touch_start(integer num)
{
// only owner can play with this
if (PRIVATE) {
if (llDetectedKey(0)!=llGetOwner())
return;
}
// first, clone owner if no appearance card has been stored
if (llGetInventoryType(npcCard)!=INVENTORY_NOTECARD)
{
llOwnerSay("One moment while your appearance is saved for the npc to use");
osOwnerSaveAppearance(npcCard);
llSleep(2.0);
}
// if no dancer, rez one
if (dancerID==NULL_KEY)
{
BootDancer();
}
// else there's a dancer so this touch means we want to remove it
else {
removeDancer();
llSetTimerEvent(0);
llSensorRemove();
}
}

sensor(integer n)
{
BootDancer();
}

no_sensor()
{
if (dancerID)
removeDancer();
}
}
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