Best Teleporters?
|
|
Satx Bouras
Registered User
Join date: 12 Jan 2007
Posts: 6
|
12-25-2007 04:01
Hi all, after looking at lots of free scripts and buying several teleporters, I'm still not satisfied with them. I'd very much appreciate if you could recommend me a good teleporting system, which would match the following constraints and wishes:
a) Has to work for short range (<300 m) and long range teleports (>300 m, up to max. 700 or 800 m) inside the same sim, with a resolution of about 10m in any direction. No inter-sim teleporting needed. b) Fast and "invisible" teleporting, no flying objects, beams and the like. c) Preferrable as a wall mounted object or a standing sphere (don't like the old-fashioned tp-disks). d) Multi-location teleport (copyable item for about 10-16 locations), without menus, but with target-change/selection by clicking on it, showing the target as floating text over the teleporter. e) Some kind of access and use security (groups and per target authorization), though this is not very important to me. f) I don't mind paying for a good product, but opensource or mod-script is fine as well.
Any hints or specific products or warnings...? Thx a lot!
|
|
Ricky Yates
(searching...)
Join date: 28 Jan 2007
Posts: 809
|
12-25-2007 04:33
Hop over to my home island, Rasa Aragonesa, and check out the teleporter board there (a map of the region with coloured touchable glowies denoting the teleport locations).
If this is more or less what you are looking for, I'll let you have a copy of the script (I modified a freebie TP script for that so I can't really sell it with good conscience).
|
|
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
|
12-25-2007 04:39
Not sure what "resolution of about 10m in any direction" means; teleporters are gonna be precise, unless there's something horribly wrong with the script, or the set destination causes the deposited avatar to collide with something. To get long range, there *will* be "flying objects" though they can be invisible while flying. Also, the long-range TP mechanism, warpPos, is subject to problems if it has to traverse parcels not owned by the same group or individual who owns the TP (if the parcel is set no-script, for example, or no-object-entry, or access-bans the passenger). There's a kind of significant usability barrier at 12 destinations; more than that and the dialog has to contain "Next" and/or "Back" buttons to get between pages. (That's not much of a scripting problem, but possibly worth considering for setup.) Setup can be kind of daunting for such a relatively large system of teleporters--especially if destinations change very frequently--unless the teleporters are "networked." There's a kind of usability trade-off involved in whether each TP requires a "select destination" menu. The complexity here is that the teleporter can have its default left-click action be "Sit"--which the script can define to mean "Teleport" which saves the user the trouble of going through the right-click pie menu. But if one does that with multiple destinations, either those destinations are selected each time from a dialog, or there's a right-click pie-menu selection of "Touch" (which the script can define to mean "Set Destination"  . Either of those work fine, but unless traveling to the same destination is a frequent occurrence, it's a little clumsy for users to follow two quite different processes depending on whether or not they happen to be going to the preset destination. Setup and administration is further complicated by access control. If all destinations are restricted to avatars with the same active group as the teleporter, it's easy (it's impossible, by the way, for any script to conditionalize on any *other* group membership); otherwise, there's the administrative hassle of specifying which destinations are available to only the group--or worse, to which specific individuals. Again, simple scripting, but an administrative hassle to setup and maintain.
|
|
Vittorio Beerbaum
Sexy.Builder Hot.Scripter
Join date: 16 May 2007
Posts: 516
|
12-25-2007 07:59
First: do not use the "old" moving objects (push) tp's (the avatar sist on an object that is being moved to the destination and then moved back to the original position). From some time already, the "limit" from the llSitTarget has been removed: actually you can "sit" (directly) an avatar to a far away destination inside a sim without "moving" anything. You may script a teleported yourself with some nice features if you wish to play with SLS.... *but* you can setup a "easy" teleporter without knowing (almost) anything about scripting just placing: llSitTarget() & llUnsitAvatar << search the SLS wiki to know the exact parameters, they are pretty easy and the much important one is the destination vector (position) in this case. into a "cube" with the destination vector (that you may easily read watching at the top of your menu bar: x,y,z). Add more that these "cubes", each with his destination, skin them properly (add a graphic or the place name) and make your panel. Now when a avatar "sits" on that cube (you may change the "Sit" text to "Teleport..."  he will "moved" directly to the destination. Here's: vector target=<110,33,26>; // destination (X,Y,Z)
default { state_entry() { llSetSitText("Teleport!"); rotation my_rot=llGetRot(); llSitTarget((target - llGetPos()) / my_rot,ZERO_ROTATION / my_rot); } changed(integer change) { // something changed if (change & CHANGED_LINK) { // and it was a link change llSleep(0.5); // llUnSit works better with this delay if (llAvatarOnSitTarget() != NULL_KEY) { // somebody is sitting on me llUnSit(llAvatarOnSitTarget()); // unsit him } } }
}
^^ just change the "target" on the first row for each destination.
|
|
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
|
12-25-2007 09:43
From: Vittorio Beerbaum First: do not use the "old" moving objects (push) tp's (the avatar sist on an object that is being moved to the destination and then moved back to the original position). From some time already, the "limit" from the llSitTarget has been removed: actually you can "sit" (directly) an avatar to a far away destination inside a sim without "moving" anything. No, actually, I just tested and the 300m-in-any-dimension limit on llSitTarget is still there. That's adequate for getting anywhere at ground level in a sim, but the OP specified 700 or 800 max, so a skybuild is involved that would be outside the range of an llSitTarget teleporter. The current standard for long-range (>300m) intra-sim teleporting is warpPos. There are "fore-and-back" versions--which I slightly favor--or "fire and forget" models that rez a replacement at launch and self-destruct at destination. I've seen either of these greatly delayed by lag--probably at the same times the llSitTarget teleporters leave the passenger staring at <0,0,0> of the sim for a long time. I always forget that physical ("push"  is another, older option, but it has all the warpPos limitations (peril over alien parcels, etc.) plus the eccentricities of Havoc, less speed, and more lag. I've made some amusing physical elevator-like contrivances, but yeah, it's less teleporting than vehicle-riding.
|
|
Chris Norse
Loud Arrogant Redneck
Join date: 1 Oct 2006
Posts: 5,735
|
12-25-2007 10:01
Did you try Alicia Stella? Steller? I always liked hers.
_____________________
I'm going to pick a fight William Wallace, Braveheart
“Rules are mostly made to be broken and are too often for the lazy to hide behind” Douglas MacArthur
FULL
|
|
Satx Bouras
Registered User
Join date: 12 Jan 2007
Posts: 6
|
12-25-2007 11:30
Thx a lot for all the answers. Yes, I do need a warpPos based teleporter for my skyboxes, maybe combined with a llSitTarget for short ranges within a building. As far as I've seen, the 300 and somewhat meters limit still does apply to llSitTarget (correct me if I'm wrong). Btw, alien parcels are not a problem in my case. Regarding Alice Stellas products, yes, I know them. Of course they are great, but still, I miss the specific combination of "no-disk", "multi-target but no-dialog" and "long range". Something like her wall-mounted arrows would be fine... So, while it would be a nice project for learning LSL, I'd still prefer to get a solution out of the box  Thx again, and this subject remains open for further recommendations!
|
|
Ricky Yates
(searching...)
Join date: 28 Jan 2007
Posts: 809
|
12-25-2007 13:54
With the simple "touch only" kind of teleporter all you have to do is (1) create a touchable object for each teleporter destination, (2) change the target vector in the script inside the touchable object [this is all the scripting you have to do], (3) collect all the touchable objects in a single teleporter board and (4) put the teleporter board on each wall where you want to use it.
I don't think that there is a ready-made solution, but it should not take you longer than about 2 hours to set it up throughout the sim.
|
|
Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
|
12-25-2007 19:54
In all my sims with SkyHomes I used only one model, after experimenting with several. Go for the iTC teleporter. Come to Hoini and see them in action.
I also have a very nice freebie script for short range teleports, which is perfect for moving between floors in a larger home.
Rock
|