Categories
3d Environments Active Worlds friends

Thanks To all you Dedicated Active World Citizens!


Active worlds Turned 20 years old this year, Aw is more than just a 3D Environment or Chat program. It is a community, a family of sorts. Though sometimes that family can be a tad dysfunctional, usually when they work together they can do some very amazing things. AW has many worlds to offer and each world is unique in their theme and building styles. Though the technology that is used within AW is older than some of the other 3D environments the capabilities is still quite amazing. The AW 3D engine is the same as the one used in the older Grand Theft Auto Games, The flexibility and capabilities of the 3d engine has yet to be fully utilized.

Many of the citizens of Active Worlds dedicate many volunteered hours to improve and / or promote Active worlds. Some even host blogs, websites and even a few Internet Radio Stations that promote AW in one form or another. I am amazed at some of the wonderful builds that citizens make, some builds really push the limits of the Active Worlds platform, others defy any kind of logic but in the end all of them are quite amazing.  This Post is for all of you Citizens that put so many hours into making Active Worlds a better place, be it via building, instructing, helping new citizens or just being a friendly person to chat with.  There are many of us who are thankful for your many hours, days , months and even years of dedication to Active Worlds and its community.

The More you Give to Active Worlds the More you Get out of it!

Build, Be Friendly, Be Helpful and Volunteer if you can to one of the organizations and projects going on in Active Worlds. Don’t be scared to be a part of something as wonderful as our great community within Active Worlds.

 

Ray Barbier A.K.A. Dovestar.

Thanks To all you Dedicated Active World Citizens! was originally published on RJB Networks

Categories
3d Environments Active Worlds Technology

Tutorial: How to easily do Virtual Reality in Active Worlds


Tutorial: How to easily do Virtual Reality in Active Worlds was originally published on RJB Networks

Categories
3d Environments Active Worlds Technology

Active Worlds General Building Tutorial | + Ini tweaks


Active Worlds General Building Tutorial | + Ini tweaks was originally published on RJB Networks

Categories
Aw Scripting Technology

create animate me code breakdown


create animate me 1. 1 1 5000,astart;adone visible testwall no

  • create: this is the trigger, meaning that all code after it will be applied as soon as it loads.
  • animate: this is the action core, telling AW to expect animate-related syntax to follow.
  • me: this tells AW to apply the following code to the object which the code was written on. You could change this to the name of an object, but there’s really no reason to.
  • 1.: this is our dummy texture used in the so-called texture animation. You could use any texture for this, or none at all. If you use no texture, it would simply be a period, however this gives errors in the chat for people with error printing enabled, so I typically leave this to 1, which is actually a texture in the Alpahworld texture path.
  • 1 1: these two numbers are used in the texture animation. We’re not doing a texture animation, so leave these numbers alone.

All the code up to this point is the foundation, and is pretty much never changed. For all practical purposes, your AAA code will always start out with create animate me 1. 1 1

  • 5000: this is the delay in milliseconds, an important number. The delay is the length of time that occurs between when the object is loaded, and when the adone trigger will initiate. If you fired a missile and wanted something to happen after five seconds, then you’d use 5000.

At this point, all animate arguments are given, so we end it with a comma.

  • astart: this is also important, so pay attention. If you include astart here, then the animation’s delay will start its countdown as soon as the object loads. If you do not include it, the delay will wait for something to start it. You would not include the astart if you wanted a button to activate the AAA scripts.

We now add a semicolon because we’re going to move onto the next trigger – adone.

  • adone: as explained earlier, adone is a trigger, and AW will trigger it when the dummy texture animation is done playing. Just like create, all code following it will only occur once its been triggered.

At this point, any sort of action can be applied. This guide assumes you already know how to work with basic actions.

In our example, once AW loads the object containing the AAA script we made, a 5 second countdown will start, and when done, it triggers the adone section of code, which removes visibility from an object given the name testwall.

For More Info and Examples Read Original Article at SW City Builders Academy Click image Below

create animate me code breakdown was originally published on RJB Networks