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Who makes a GOOD full-sim teleporter?

Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
10-11-2007 12:12
From: Wildefire Walcott
I've also seen sit-jumpers that seem to sleep for a second before unsitting you, and they don't bounce you around like a ping-pong ball either.


Oooo, I've always wondered about that Sleep, but never noticed an improvement with it (so always eliminated the half second delay that annoyed me)! LOL Maybe with the new Havok it will all be a moot point anyway? (And less havoc? ;) )

/me waves back! :)
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
10-11-2007 12:56
Reaally dumb question here: when someone above said that the "sit" teleporter is a hack, were they talking about the"teleporter" freebie script that's floating around? I've used that in my shop, as signposts (like Calla has) where you right click on the sign and select "teleport" and it zips you over to another section of the shop. Does this freebie thing that I have not work over 300 m or something? (I've never tried it.)
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Ravenhurst Xeno
Consiracy with no purpose
Join date: 20 Jan 2007
Posts: 147
10-11-2007 13:05
From: Oryx Tempel
Reaally dumb question here: when someone above said that the "sit" teleporter is a hack, were they talking about the"teleporter" freebie script that's floating around? I've used that in my shop, as signposts (like Calla has) where you right click on the sign and select "teleport" and it zips you over to another section of the shop. Does this freebie thing that I have not work over 300 m or something? (I've never tried it.)


The hack is in using the llUnSit script function to unsit an avatar at a distance from where they are. Not what the function was intended for but it does make a nifty teleporter. The basic llUnSit call can only move an avatar 300 m, but there is a further hack, WarpPos, that can teleport huge distances (apearently even across sims, though i've never tried that)
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
10-11-2007 22:40
From: Ravenhurst Xeno
The hack is in using the llUnSit script function to unsit an avatar at a distance from where they are. Not what the function was intended for but it does make a nifty teleporter. The basic llUnSit call can only move an avatar 300 m, but there is a further hack, WarpPos, that can teleport huge distances (apearently even across sims, though i've never tried that)
Yeah, the only in-world teleporting method that's really not a "hack"--it actually uses the function's intended behavior--is llMapDestination. It works really well, but folks just don't expect the world Map to pop up when they try to TP, and if they wait (unnecessarily) for the Map to populate, that can take a long time; the map TP itself, though, is almost instantaneous within a sim.

But I dunno... this "hack" label is kinda arbitrary when it comes to LSL, which is mostly documented by scripters after trying to divine how a new function actually behaves. Ironically, llTeleportAgent has been documented since release 1.8.0--unfortunately, it doesn't exist. As Accasbel said, it sure would be nice if there actually were such a function.
Leo Mission
Registered User
Join date: 6 Jan 2006
Posts: 189
10-12-2007 22:21
Of course in response to the OP's post...the simplest tp method really is a notecard vendor with landmarks to each location embedded :)

No frills
Reliable, instantaneous
No sitting
No rezzing of beams

But no fun!
Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
10-13-2007 01:10
From: Leo Mission
Of course in response to the OP's post...the simplest tp method really is a notecard vendor with landmarks to each location embedded :)


That doesn't work with a set landing point does it? Won't it just say "could not teleport" then?

Also wouldn't that mean users would have to open the notecard, click the LM to copy to their inventory, if they have automatic preview on in prefs it would open, if not they'd have to find it and open it it in inventory, then click TP? (With the Nicholaz viewer you can just double-click LMs in inventory to TP without the extra step, has the Linden viewer caught up to that yet?)

But it would also be easily updated, and usable by many simultaneously, and fewer scripts! :cool:
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Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
10-13-2007 03:53
From: Crystal Falcon
...... (With the Nicholaz viewer you can just double-click LMs in inventory to TP without the extra step, has the Linden viewer caught up to that yet?)
....


It would be nice if the Linden view leapfrogged rather than caught up.

llTpMyAssButLeaveTheAttachmentsWhereTheyWereThankYou() would be kewl.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
10-13-2007 05:38
From: Crystal Falcon
That doesn't work with a set landing point does it? Won't it just say "could not teleport" then?
Hmmm... good question. I've often been puzzled when I get the "cannot teleport closer to destination" message; maybe this is what that's about. :confused:
From: someone
Also wouldn't that mean users would have to open the notecard, click the LM to copy to their inventory, if they have automatic preview on in prefs it would open, if not they'd have to find it and open it it in inventory, then click TP?
I'm guessing that the "notecard vendor with landmarks" would give out individual landmarks, not embedded in notecards, so if auto-preview is on, it should just pop open.
From: someone
(With the Nicholaz viewer you can just double-click LMs in inventory to TP without the extra step, has the Linden viewer caught up to that yet?)
At least in the Linden viewer, double-click opens the LM; instead, a right-click gives a context menu from which Teleport is an option. That's kinda consistent with how animations and sounds behave in Inventory.
From: someone
But it would also be easily updated, and usable by many simultaneously, and fewer scripts! :cool:
Well, seems to me that handing out a landmark would be an asset server transaction, which seems a bit "heavy," but maybe I'm being paranoid.

[Edit: Forgot to mention, to the "easily updated" point, there are scripts that parse the *default* name of a landmark in order to update teleporter destination lists, where the teleport itself is effected by llMapDestination or other means. This is pretty slick--except that scripts can't "see inside" a landmark, so they just have to rely on the name, which can be changed by the user into something the script won't know how to parse. But for normally-named landmarks, this does make updates more intuitive.]
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
11-13-2007 21:40
From: Accasbel Barrymore
Maybe the wrong forum for this, but seeing the discussion is slightly tech:

I've played with simple llSitTarget TPs.
I find a randomness of behaviour on arrival - sometimes bouncing all over the place at the UnSit.
It appears that the avatar is in collision with the prims and absolute havoc (sic) can result.
What gets me is that the results are not consistent. I can stand in the same spot relative to the TP before clicking but a series of tests gives results ranging from graceful alighting to blue-arsed fly emulation. In addition, the camera is sometimes left behind, sometimes not.
Sorry for necropost, but I just finished fixing this for me and thot I'd pass it on. Script with shorter sleep time works fine, no flying, little delay. This one also adjusts automatically when you move the prim its in, and lets you set the destination x,y,z in the object description field.

// Short-range teleport script, with no flying after TP
//----------------------------------
// Script substitutes the "sit" pie postion with name of object containing script
// and reads target position from object description field, e.g.:
// Description 169,158,600.25 (spaces within position string ok)
// If you change the description/position, must reset script (or move the object)

// There is little error checking. If you type just text into the description field
// instead of x,y,z coords, you will get an error. But if you type in 150,7000;32 you
// will end up lost when you TP.
// Max distance that sit target can be from TP object is 300m along any one axis.

// If TP object is moved, it will recalculate the TP target.

// For best results, make sure teleport destination is far enough away from
// other objects so avatar does not collide after tp (end up flying).
// Setting Z point to .25 meter above actual landing seems to help.

vector targetPos;

reset() //resets target position, pie name, etc.
{
vector target;
list destination;

destination = llParseString2List(llGetObjectDesc(),[","],[]);
targetPos.x = llList2Float(destination,0);
targetPos.y = llList2Float(destination,1);
targetPos.z = llList2Float(destination,2);
if (targetPos == ZERO_VECTOR) { // user probably typed in a text desc
targetPos = llGetPos();
llSay(0, "Bad destination in object description: use format x,y,z";);
}
llSay(0,"TP target set to " + (string)targetPos);
target = (targetPos- llGetPos()) * (ZERO_ROTATION / llGetRot());
llSitTarget(target, ZERO_ROTATION);
llSetSitText(llGetObjectName());

} // endreset

default
{
state_entry()
{
reset();
}

on_rez(integer startup_param)
{
llResetScript();
}

changed(integer change)
{
if (change & CHANGED_LINK)
{
if (llAvatarOnSitTarget() != NULL_KEY)
{
llSleep(0.15); // delay to avoid flying on unsit
llUnSit(llAvatarOnSitTarget());
} // end of avatar was sitting
}
else //some other prim change event
{
reset();
}
} // end changed event

moving_end()
{
reset(); // try to compensate for object movement
}

} // end default
Steve Mahfouz
Ecstasy Realty
Join date: 1 Oct 2005
Posts: 1,373
11-14-2007 03:03
From: Caete Chevalier
I would suggest taking a look at The Omega Concern's tp systems. Two models of theirs will handle up to 12 locations and altitudes up to 768m.


Seconded. I used those for my mall which covered an entire sim and the sky mall up above,and I was very happy.
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