Subworlds and avatar animation

I have a clickable in my subworld that should trigger an avatar animation. It worked fine when it was outside the subworld but now the avatar walks to the animation target but never does the animation. Does anyone know why this is (not) happening??
Here is the latest version of my alcscript, but all versions I tried are giving the same result: Everything works for my subworld clickable except the avatar animation.
In this version the sound also breaks obviously because it waits for a callback from the oneshot that never comes. If I put the sound in its own responder it plays fine.
At first I thought that the problem was the empty which cannot receive a subworld physical reference so I tried a mesh as animation target. The result was identical: Avatar moves to target and stops dead.
This is driving me nuts...
Here is the latest version of my alcscript, but all versions I tried are giving the same result: Everything works for my subworld clickable except the avatar animation.
- Code: Select all
RingSphere:
logic:
modifiers:
- tag: RingClick
cursor: poised
flags:
- localelement
activators:
- type: objectinvolume
remote: RgnCloud
triggers:
- any
conditions:
- type: activator
activators:
- type: picking
- type: objectinbox
satisfied: true
- type: facing
satisfied: true
directional: true
tolerance: 0.9
actions:
- type: pythonfile
ref: $RingClick
- type: responder
ref: $RingResp
actions:
- type: pythonfile
tag: RingClick
pythonfile:
file: PradGameState
parameters:
- type: activator
ref: logicmod:$RingClick
- type: string
value: RingSphere
- type: responder
tag: RingResp
responder:
states:
- cmds:
- type: oneshotmsg
params:
receivers:
- oneshotmod:LinkInPointCloud
callbacks:
- marker: ButtonTouch
receiver: respondermod:$RingResp
user: 0
waiton: -1
- type: soundmsg
params:
receivers:
- 0011:RingClickEmit
cmds:
- play
- setvolume
volume: 0.7
waiton: 0
nextstate: 1
waittocmd:
- key: 0
msg: 0
curstate: 0
flags:
- detecttrigger
LinkInPointCloud:
logic:
actions:
- type: oneshot
name: LinkInPointCloud
oneshot:
animation: ButtonTouch
In this version the sound also breaks obviously because it waits for a callback from the oneshot that never comes. If I put the sound in its own responder it plays fine.
At first I thought that the problem was the empty which cannot receive a subworld physical reference so I tried a mesh as animation target. The result was identical: Avatar moves to target and stops dead.
- Code: Select all
TargetMesh:
physical:
subworld: Subworld
logic:
actions:
- type: oneshot
name: TargetMesh
oneshot:
animation: ButtonTouch
This is driving me nuts...
