When I ask for a landmark, it often gives me some place else, like the entry way etc.
How do I set up a TP to an EXACT location, so I dont have to walk forever to get where I want?
(Sandbox, Fermi)
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Domitan Redenblack
Registered User
Join date: 19 Nov 2009
Posts: 62
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11-23-2009 16:38
When I ask for a landmark, it often gives me some place else, like the entry way etc.
How do I set up a TP to an EXACT location, so I dont have to walk forever to get where I want? (Sandbox, Fermi) |
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Gabby Handrick
Registered User
Join date: 18 Feb 2007
Posts: 190
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11-23-2009 16:44
Generally when you take a landmark it does take it at the exact location you are standing on. However, it is possible for a land owner to set a landing point for people that teleport in, that landing point will override the location stored in the landmark. When this happens you should see a red beacon that indicates the original location you created the landmark at and can use the beacon to find the original location.
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Amaranthim Talon
Voyager, Seeker, Curious
Join date: 14 Nov 2006
Posts: 12,032
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11-23-2009 16:44
If the place has a set TP point your lanmark will always land you where they set i, not where you took the LM -
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Domitan Redenblack
Registered User
Join date: 19 Nov 2009
Posts: 62
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11-23-2009 18:32
Generally when you take a landmark it does take it at the exact location you are standing on. However, it is possible for a land owner to set a landing point for people that teleport in, that landing point will override the location stored in the landmark. When this happens you should see a red beacon that indicates the original location you created the landmark at and can use the beacon to find the original location. yeah, but sometimes you land inside a building that you do not know the way out of, very very frustrating to have to figure it out EVERY time. |
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Domitan Redenblack
Registered User
Join date: 19 Nov 2009
Posts: 62
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11-23-2009 18:55
Is there an "Emerald way" to override the land owner, at least for unrestricted entries?
This really bugs me that it takes a lot of messing about to get outside of the effing building. Is there a way for me to record a set of my movements, and then play them back? |
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Pussycat Catnap
Sex Kitten
Join date: 15 Jun 2009
Posts: 1,131
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11-23-2009 22:16
If you're on friendly terms with the landowner - tell them their routing point is not user friendly.
If you're not on friendly terms with them - tread carefully. The line between advice and insult is very thin in a textual medium and you can cross it without knowing you're doing so when you lack body or vocal cues to help you communicate. On my private home land, I use forced landing points to make it less likely my privacy will be invaded (a combination of a forced landing point 4000m away from my build, a series of security orbs, and no fly, no create, no script, no entry). Ie: on the private land I've done everything short of banlines - because I consider ground level of my private land to be public, and also want my neighbors and travelers to be able to wander the sim with ease. - there's no way to keep someone from spying on me, but I don't mind that. What I do mind is having to see, hear or interact with them uninvited - and that I can avoid. On my public land, I use a routing point but allow TP to anywhere - which means if you had no chosen point you'll land at the routing spot, but if you had a LM or something, you'll land where it goes (and the public land allows flying and other necessities). I find routing points in shops and clubs to be very annoying. Many landowners do it to make you walk past sponsoring shops or spam on your way to the content. But just as many do it for no reason other than to make you walk. One shop I used to go to daily had you land a good 60m from the content, but had nothing in the walk in between, and usually had 30-40 avatars in the place at a time, making the walk painful. The end result of that was that shoppers coming to the store spent twice as long there as they needed to, but all of that extra time away from the owner's products - extra lag with no extra marketing value. A club I used to go to was on one corner of a sim, the routing was on the diagonal opposite site, and a snake curve mall was in between them. To get to the club you had to walk the entire length of the mall every time. Very effective at getting eyes on the shops - but it was too much, and I stopped going there because I didn't like a 3 minute walk everytime after TPing in. The best design was a club / mall mix I used to go to that had a series of mini-clubs and spots scattered around the mall, a routing point, but allowed you to make a LM anywhere. The routing point worked for new visitors - it was the exact center of the build. But the non-linera shape of it all meant visitors were always wandering around and finding good things in every nook and cranny. Despite a lot of walking, you had a constant feeling that you weren't being dragged around as there were couches, dance floors, wrestling mats, bars, and interactive elements everywhere - with lots of little shops scattered around them. _____________________
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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11-24-2009 03:50
I find routing points in shops and clubs to be very annoying. Many landowners do it to make you walk past sponsoring shops or spam on your way to the content. But just as many do it for no reason other than to make you walk. |
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Domitan Redenblack
Registered User
Join date: 19 Nov 2009
Posts: 62
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11-24-2009 04:52
One other reason it's done is to enable collision-based visitor counting scripts, rather than the laggier sensor-based approach. Very interesting, thanks. |
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Tarina Sewell
Just Browsing Thank you
Join date: 20 Jul 2007
Posts: 2,180
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11-24-2009 04:56
When I ask for a landmark, it often gives me some place else, like the entry way etc. How do I set up a TP to an EXACT location, so I dont have to walk forever to get where I want? (Sandbox, Fermi) This brings me to my original complaint of hmm, 2 years... When people have events and such and drop you in the middle of their laggy malls and you have to fight the lag to even find them! Pass, I have left many sims because of this, i can and will catch the musician at another venue that is considerate of its guests....... To be sure I am more inclined to scope out stores and such from a place that is considerate than one who think plopping me down in the laggy mall would make me buy.. frankly, I avoid the malls in RL to........ |
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Melita Magic
On my own terms.
Join date: 5 Jun 2008
Posts: 2,253
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11-24-2009 05:33
Perhaps the larger sims who have a fixed teleport point could chop their sim up into four pieces or something, with a fixed point in each part.
Then they could still count visitors (in fact, could pinpoint which shops got more sway) and visitors would not have to make that laggy trek. (Or rez nearly as much before they could begin to move.) If prims were already distributed somewhat evenly it would not present a prim problem. |
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Naz Fride
21st Century Faux
Join date: 8 May 2007
Posts: 341
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11-24-2009 07:53
The annoyance factor of TPing to a store and landing 187 meters away is of course squared, if it's a no-fly parcel.
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Pussycat Catnap
Sex Kitten
Join date: 15 Jun 2009
Posts: 1,131
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11-24-2009 07:53
One other reason it's done is to enable collision-based visitor counting scripts, rather than the laggier sensor-based approach. X | Y X is routing point | is a 0.1m thick transparent phantom collision prim Y is the loot. distance from X to Y is minimal. | could even be a door, to force interaction with it or increase chance it will be passed through. Or it could be a rug underneath X so that any movement will interact with it, or a prim, perhaps hollow which X is placed inside of. - that would work. But most of these shops do this: X =========================|============================ Y with each of those ='s being a span of empty space. - the end result is greater, not lesser lag, as you need to keep your blingy customers around for the span of all those =s, but not in a space where they can buy any of your products. Increased lag with no marketing or sales gain. Often the walkway is curved, goes up or down, or otherwise passes decorative elements. _____________________
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-24-2009 09:16
Perhaps the larger sims who have a fixed teleport point could chop their sim up into four pieces or something, with a fixed point in each part. Then they could still count visitors (in fact, could pinpoint which shops got more sway) and visitors would not have to make that laggy trek. (Or rez nearly as much before they could begin to move.) If prims were already distributed somewhat evenly it would not present a prim problem. if they're smart they'll correlate with purchases, then you can not only see who's getting attention, but also who's product/pricing draws the best.... because it's useless to know if people show up if you don't know if they buy (they may have an interesting product, but the price is hurting sales volume for instance)) _____________________
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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11-24-2009 12:46
- the end result is greater, not lesser lag, as you need to keep your blingy customers around for the span of all those =s, but not in a space where they can buy any of your products. Increased lag with no marketing or sales gain. By now most stores large enough to matter must realize that the agony of getting anywhere in SL these days is such that Landing Point routing is way more likely to lose a customer en route than to generate any benefit along the way. Back when folks still used Places search, however, where Traffic makes all the difference, anything that would trick visitors into spending more time stumbling around the parcel was a win, as long as it was interesting enough to keep them from leaving. (I think I actually use a Landing Point on my little store parcel on Zindra, and I'm sure I thought I had a good reason, but now I don't have any idea what that reason may have been. The parcel is only a couple thousand sq.m., though, so it hardly matters. It does keep people from landing in the reservoir, I guess.) |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-24-2009 13:48
On my public land, I use a routing point but allow TP to anywhere - which means if you had no chosen point you'll land at the routing spot, but if you had a LM or something, you'll land where it goes (and the public land allows flying and other necessities). _____________________
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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11-24-2009 13:58
(I think I actually use a Landing Point on my little store parcel on Zindra, and I'm sure I thought I had a good reason, but now I don't have any idea what that reason may have been. The parcel is only a couple thousand sq.m., though, so it hardly matters. It does keep people from landing in the reservoir, I guess.) Wait, Qie has a store in Zindra? _____________________
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Pussycat Catnap
Sex Kitten
Join date: 15 Jun 2009
Posts: 1,131
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11-24-2009 14:38
What do you mean by this? If you don't set a LP on the parcel, you will arrive wherever you clicked on the map. If you did set a landing point, nobody will be able to override that whether by landmark or any other means apart from a personal TP invitation. I've never heard of an "optional" routing point like that. I meant something like this: Perhaps I'm understanding what that does incorrectly. _____________________
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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11-24-2009 15:21
If you set a teleport routing to anywhere, the landing point is ignored and has no effect.
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"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Francesca Alva
Registered Trademark
Join date: 17 Jul 2006
Posts: 507
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11-25-2009 02:19
The annoyance factor of TPing to a store and landing 187 meters away is of course squared, if it's a no-fly parcel. Ctrl alt v enables Admin status and let's you fly even in a no-fly zone ![]() |
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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11-25-2009 02:28
yeah, but sometimes you land inside a building that you do not know the way out of, very very frustrating to have to figure it out EVERY time. All you can do is express this to the business/parcel owner so they can fix it. _____________________
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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11-25-2009 03:28
| is a 0.1m thick transparent phantom collision prim ![]() _____________________
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Kitty Barnett
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Join date: 10 May 2006
Posts: 5,586
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11-25-2009 04:16
Except that phantom prims don't receive collision events ![]() |
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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11-25-2009 04:22
Yes, Kitty. As I said, phantom prims don't receive collision events.
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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11-25-2009 04:59
Yes, Kitty. As I said, phantom prims don't receive collision events. Another possibility is a physical phantom prim which receives collision events from land but that would be rather silly to detect visitors so clearly wasn't referred to here. A generic phantom prim doesn't receive any kind of collision event but noone was talking about those. |
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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11-25-2009 05:09
Yeah, one reason to use a (large, full alpha) llVolumeDetect prim to collect collision events at a Landing Point is that collisions with a "floor" prim are not assured, especially as more and more of us only teleport while flying, so as not to land hard on top of another avatar who arrived before us. It takes a surprisingly tall prim to detect every arrival (I forget how tall now, but it's big).
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