How high does this thing go?
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Zolen Giano
Free the Shmeats!
Join date: 31 Dec 2007
Posts: 146
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02-15-2008 09:51
I was working on an elevator script and the darn thing got away from me.
So I put my flight feather on and shot up trying to chase it down.
Well, I flew up as high as 15,000 meters or so before I gave up looking for it.
So, I have a few questions:
- How high could that sucker go?
- Is there a height limit or ceiling I could fly up to to see it it's there?
- Should I rename my next elevator "Voyager 3" before I test it?
Thanks in advance!
zg
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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02-15-2008 10:10
With moving objects, it is a good idea to add a suicide script. It records its position, and then if it goes more than some threshold away from that point, it tries to return, and if it cannot, it kils itself.
lee
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Eyerocker Picket
Imaginary Menagerie Mgr.
Join date: 18 Sep 2006
Posts: 151
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too high? never
02-15-2008 10:12
Hiya Generally 768 meters is as high as it should have went...but...are you sure it went up? You might take a look at the sim location 0,0,0 as a lot of lost stuff goes there too. Also it might have buried itself underground and if thats the case Client>Rendering>Types>Ground will let you see whats under there. You might even find buried treasure there too. AARRRGGGG
If all else fails contact the sim owner/manager and they can find it with their region tools (I know that I could find it on my islands, it only works for scripted objects) be sure and let them know the name of what they are looking for.
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Yuukie Onmura
Jigoku Shoujo
Join date: 3 Jan 2007
Posts: 145
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02-15-2008 10:38
my personal height record: 360000m (space shuttle orbit, give or take a few), withe the flightbooster from the c-tech cyber angel backpack.
It's a bit boring up there, though.
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Zolen Giano
Free the Shmeats!
Join date: 31 Dec 2007
Posts: 146
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02-15-2008 10:51
Thanks for the replys. Yes..A kill function in the script would be a good idea. I often forget to put two equal signs in a conditional IF statements which cause my scripts to act funny. ie if(x=y) is not the same as if(x==y)  Anyway, I'm guessing that there is no limit (save boredom) to how high one can fly? The elevator was called "object"...of which I have hundreds in my build. So finding it amongst all my other "objects" isn't a burden I wish to impose on my sim owner. So, I think I will just call my next elevator Voyager 3 anyway...just to keep my bases covered. Cheers! zg
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Ann Launay
Neko-licious™
Join date: 8 Aug 2006
Posts: 7,893
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02-15-2008 10:54
From: Zolen Giano
Anyway, I'm guessing that there is no limit (save boredom) to how high one can fly?
You tend to get some peculiar distortions of your av if you go up far enough.
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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02-15-2008 11:00
It goes over 9000. Actually there are these limits: Avatar flying without attachments: up to particle cloud layer, roughly 150m. Objects can be rezzed or llSetPos(<vector>  on any sim: up to 768m. Objects will be restored on a sim after the sim crashes: x<=768m. Objects will be auto returned if no agent sits on them (lost vehicles): x>768m. Scripts can move a prim physically (without attaching to agent) (vehicles, elevators): I forgot the limit, it was 3000m>x>500.000m Attachments moving their agent, attached to it (flight feather, orbiting), physically: I forgot the limit, but there is a limit to it x> 500.000m I guess the upper limit is an unsigned 32 bit float.
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Joseph Abel
Leaves no pawprints...
Join date: 20 Aug 2006
Posts: 781
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02-15-2008 14:36
From: Ollj Oh Actually there are these limits: ~ Attachments moving their agent, attached to it (flight feather, orbiting), physically: I forgot the limit, but there is a limit to it x> 500.000m Actually, if you have the patience (time+boredom / IQ = nothing productive), there doesn't seem to be much of a limit... I've hit the 2 million meter mark with flight assist...and a well balanced stapler resting on the up-arrow on my keyboard before giving up... (by the way, the 1 million meter mark is where my AV became distorted)
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Soji Slade
Um . . . Hello?
Join date: 28 Mar 2007
Posts: 1,270
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02-15-2008 15:27
It begins to look rather odd the higher up you go. 
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